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No commits in common. "main" and "01-lighting" have entirely different histories.

26 changed files with 162 additions and 3463 deletions

3
.gitmodules vendored
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@ -1,3 +0,0 @@
[submodule "src/assimp"]
path = src/assimp
url = git@github.com:assimp/assimp

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@ -3,16 +3,16 @@
CC=clang CC=clang
CFLAGS="-g -c -Wall -Isrc/glad/include" CFLAGS="-g -c -Wall -Isrc/glad/include"
CXX=clang++ CXX=clang++
CXXFLAGS="-g -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm -Isrc/assimp/include -Isrc/assimp/build/include" CXXFLAGS="-g -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm"
LIBS="$(pkg-config --libs sdl2) -ldl -lz -lminizip -Lsrc/assimp/build/lib/ -lassimp" LIBS="$(pkg-config --libs sdl2) -ldl"
GLAD_SRC="src/glad/src/glad.c" GLAD_SRC="src/glad/src/glad.c"
GLAD_OBJ="glad.o" GLAD_OBJ="glad.o"
SRC="src/*.cc $GLAD_OBJ src/glm/glm/glm.cppm" SRC="src/*.cc $GLAD_OBJ src/glm/glm/glm.cppm"
OUT=main OUT=main
(set -x ; $CC $CFLAGS $GLAD_SRC -o $GLAD_OBJ) (set -x ; $CC $CFLAGS $GLAD_SRC -o $GLAD_OBJ)
(set -x ; $CXX $CXXFLAGS $SRC $LIBS -o $OUT) (set -x ; $CXX $CXXFLAGS $LIBS $SRC -o $OUT)
if [[ -f $GLAD_OBJ ]]; then if [[ -f $GLAD_OBJ ]]; then
rm $GLAD_OBJ rm $GLAD_OBJ
fi fi

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@ -1,12 +0,0 @@
# Blender 4.3.2 MTL File: 'None'
# www.blender.org
newmtl Material
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd diffuse.png
map_Ks specular.png

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@ -3,8 +3,8 @@
#define POINT_LIGHT_COUNT 4 #define POINT_LIGHT_COUNT 4
struct Material { struct Material {
sampler2D diffuse1; sampler2D diffuse;
sampler2D specular1; sampler2D specular;
float shininess; float shininess;
}; };
@ -35,40 +35,33 @@ struct SpotLight {
float outer_cutoff; float outer_cutoff;
}; };
in VS_OUT { in vec3 vert_normal;
vec3 vert_normal; in vec3 frag_position;
vec3 frag_position; in vec2 uv_coords;
vec2 uv_coords;
} fs_in; out vec4 color;
uniform Material material; uniform Material material;
uniform DirLight directional_light; uniform DirLight directional_light;
uniform PointLight point_lights[POINT_LIGHT_COUNT]; uniform PointLight point_lights[POINT_LIGHT_COUNT];
uniform SpotLight spot_light; uniform SpotLight spot_light;
uniform vec3 camera_position;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction); vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction);
vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction); vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction); vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
out vec4 color;
void main() { void main() {
vec3 normal = normalize(fs_in.vert_normal); vec3 normal = normalize(vert_normal);
vec3 view_direction = normalize(fs_in.frag_position - camera_position); vec3 view_direction = normalize(camera_position - frag_position);
vec3 result = calc_dir_light(directional_light, normal, view_direction); vec3 result = calc_dir_light(directional_light, normal, view_direction);
for (int i = 0; i < POINT_LIGHT_COUNT; ++i) { for (int i = 0; i < POINT_LIGHT_COUNT; ++i) {
result += calc_point_light(point_lights[i], normal, fs_in.frag_position, view_direction); result += calc_point_light(point_lights[i], normal, frag_position, view_direction);
} }
result += calc_spot_light(spot_light, normal, fs_in.frag_position, view_direction); result += calc_spot_light(spot_light, normal, frag_position, view_direction);
color = vec4(result, 1.0); color = vec4(result, 1.0);
}; };
@ -77,11 +70,11 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
vec3 light_direction = normalize(-light.direction); vec3 light_direction = normalize(-light.direction);
vec3 reflect_direction = reflect(-light_direction, normal); vec3 reflect_direction = reflect(-light_direction, normal);
float diff = max(dot(normal, light_direction), 0.0); float diff = max(dot(normal, light_direction), 0.0);
vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords)); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 ambient = light.ambient * diff_tex; vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex); vec3 diffuse = light.diffuse * (diff * diff_tex);
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))); vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords)));
return ambient + diffuse + specular; return ambient + diffuse + specular;
} }
@ -92,11 +85,11 @@ vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 vi
float distance = length(light.position - frag_position); float distance = length(light.position - frag_position);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
float diff = max(dot(normal, light_direction), 0.0); float diff = max(dot(normal, light_direction), 0.0);
vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords)); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 ambient = light.ambient * diff_tex * attenuation; vec3 ambient = light.ambient * diff_tex * attenuation;
vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation; vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * attenuation; vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * attenuation;
return ambient + diffuse + specular; return ambient + diffuse + specular;
} }
@ -109,10 +102,10 @@ vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view
float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0); float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
float diff = max(dot(normal, light_direction), 0.0); float diff = max(dot(normal, light_direction), 0.0);
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords)); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
vec3 ambient = light.ambient * diff_tex; vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity; vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * intensity; vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * intensity;
return ambient + diffuse + specular; return ambient + diffuse + specular;
} }

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@ -1,18 +0,0 @@
#version 330 core
#define POINT_LIGHT_COUNT 4
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv;
layout(location=3) in mat4 model;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
void main() {
gl_Position = projection * view * model * vec4(position, 1.0);
};

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@ -1,7 +0,0 @@
#version 330 core
out vec4 color;
void main() {
color = vec4(1.0, 1.0, 0.0, 1.0);
}

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@ -1,34 +0,0 @@
#version 330 core
#define MAGNITUDE 0.1
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
uniform float time;
in VS_OUT {
vec3 vert_normal;
} gs_in[];
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
void generate_line(int index) {
gl_Position = projection * gl_in[index].gl_Position;
EmitVertex();
gl_Position = projection * (gl_in[index].gl_Position + vec4(gs_in[index].vert_normal, 1.0) * MAGNITUDE);
EmitVertex();
EndPrimitive();
}
void main() {
for (int i = 0; i < 3; ++i) {
generate_line(i);
}
}

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@ -1,25 +0,0 @@
#version 330 core
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv;
uniform mat3 normal_mat;
uniform mat4 model;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
// interface block
out VS_OUT {
vec3 vert_normal;
} vs_out;
void main() {
vs_out.vert_normal = normal_mat * normal;
gl_Position = view * model * vec4(position, 1.0);
};

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@ -1,17 +0,0 @@
#version 330 core
struct Material {
sampler2D diffuse1;
sampler2D specular1;
float shininess;
};
in vec2 uv_coords;
uniform Material material;
out vec4 color;
void main() {
color = vec4(vec3(texture(material.diffuse1, uv_coords)), 1.0);
}

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@ -1,12 +0,0 @@
#version 330 core
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv;
out vec2 uv_coords;
void main() {
gl_Position = vec4(position.x, position.y, 0.0, 1.0);
uv_coords = uv;
}

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@ -1,24 +0,0 @@
#version 330 core
in VS_OUT {
vec3 vert_normal;
vec3 frag_position;
vec2 uv_coords;
} fs_in;
uniform samplerCube cubemap;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
out vec4 color;
void main() {
vec3 view_direction = normalize(fs_in.frag_position - camera_position);
vec3 reflect_direction = reflect(view_direction, normalize(fs_in.vert_normal));
color = vec4(texture(cubemap, reflect_direction).rgb, 1.0);
}

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@ -1,27 +0,0 @@
#version 330 core
#define AIR_IOR 1.0
#define GLASS_IOR 1.52
in VS_OUT {
vec3 vert_normal;
vec3 frag_position;
vec2 uv_coords;
} fs_in;
uniform samplerCube cubemap;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
out vec4 color;
void main() {
vec3 view_direction = normalize(fs_in.frag_position - camera_position);
vec3 refract_direction = refract(view_direction, normalize(fs_in.vert_normal), AIR_IOR / GLASS_IOR);
color = vec4(texture(cubemap, refract_direction).rgb, 1.0);
}

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@ -1,11 +0,0 @@
#version 330 core
in vec3 uv_coords;
uniform samplerCube cubemap;
out vec4 color;
void main() {
color = texture(cubemap, uv_coords);
}

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@ -1,21 +0,0 @@
#version 330 core
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv;
uniform mat4 sb_view;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
out vec3 uv_coords;
void main() {
vec4 pos = projection * sb_view * vec4(position, 1.0);
gl_Position = pos.xyww;
uv_coords = position;
}

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@ -4,26 +4,18 @@ layout(location=0) in vec3 position;
layout(location=1) in vec3 normal; layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv; layout(location=2) in vec2 uv;
out vec3 vert_normal;
out vec3 frag_position;
out vec2 uv_coords;
uniform mat3 normal_mat; uniform mat3 normal_mat;
uniform mat4 model; uniform mat4 model;
uniform mat4 view;
layout (std140) uniform Common { uniform mat4 projection;
mat4 projection;
mat4 view;
vec3 camera_position;
};
// interface block
out VS_OUT {
vec3 vert_normal;
vec3 frag_position;
vec2 uv_coords;
} vs_out;
void main() { void main() {
vs_out.frag_position = vec3(model * vec4(position, 1.0)); vert_normal = normal_mat * normal;
vs_out.vert_normal = normal_mat * normal; frag_position = vec3(model * vec4(position, 1.0));
vs_out.uv_coords = uv; uv_coords = uv;
gl_Position = projection * view * model * vec4(position, 1.0);
gl_Position = projection * view * model * vec4(position, 1.0);
}; };

@ -1 +0,0 @@
Subproject commit 258cdfd2bc29a920bbe749962abbcd58caa76422

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@ -14,14 +14,6 @@
#include "glm/gtx/rotate_vector.hpp" #include "glm/gtx/rotate_vector.hpp"
#include "glm/gtx/string_cast.hpp" #include "glm/gtx/string_cast.hpp"
// Assimp
#include "assimp/Importer.hpp"
#include "assimp/postprocess.h"
#include "assimp/scene.h"
#include "assimp/mesh.h"
#include "assimp/material.h"
#include "assimp/types.h"
// SDL // SDL
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <SDL2/SDL_timer.h> #include <SDL2/SDL_timer.h>
@ -48,27 +40,17 @@
#define max(a, b) (a > b ? a : b) #define max(a, b) (a > b ? a : b)
#define clamp(v, a, b) (min(max(v, a), b)) #define clamp(v, a, b) (min(max(v, a), b))
#define WIREFRAME 0
#define NORMALS 0
#define MSAA 1
#define POINT_LIGHTS 1
#if MSAA
#define MSAA_SAMPLE_COUNT 4
#endif
enum exit_codes : int { enum exit_codes : int {
EXIT_CODE_SUCCESS, EXIT_CODE_SUCCESS,
EXIT_CODE_SDL_INIT_FAILED, EXIT_CODE_SDL_INIT_FAILED,
EXIT_CODE_WINDOW_CREATION_FAILED, EXIT_CODE_WINDOW_CREATION_FAILED,
EXIT_CODE_OPENGL_CONTEXT_FAILED, EXIT_CODE_OPENGL_CONTEXT_FAILED,
EXIT_CODE_GLAD_LOADER_FAILED, EXIT_CODE_GLAD_LOADER_FAILED,
EXIT_CODE_INCOMPLETE_FRAME_BUFFER,
}; };
class Shader { class Shader {
public: public:
Shader(const std::string &vert_file, const std::string &frag_file, const std::string &geo_file = ""); Shader(const std::string &vert_file, const std::string &frag_file);
~Shader(); ~Shader();
void activate(); void activate();
void set_int(const char *name, int value); void set_int(const char *name, int value);
@ -77,95 +59,28 @@ class Shader {
void set_vec4(const char *name, glm::vec4 vector); void set_vec4(const char *name, glm::vec4 vector);
void set_mat3(const char *name, glm::mat3 matrix); void set_mat3(const char *name, glm::mat3 matrix);
void set_mat4(const char *name, glm::mat4 matrix); void set_mat4(const char *name, glm::mat4 matrix);
void set_uniform_block_binding_point(const char *block_name, GLuint binding_point);
GLuint program; GLuint program;
private: private:
void link_program(GLuint vert, GLuint frag, GLuint geo); void link_program(GLuint vert, GLuint frag);
GLuint load_and_compile_shader(const std::string &filepath, GLenum shader_type); GLuint load_and_compile_shader(const std::string &filepath, GLenum shader_type);
std::string load_shader_from_file(const std::string &filepath); std::string load_shader_from_file(const std::string &filepath);
static const char *get_shader_type_string(GLenum shader_type); static const char *get_shader_type_string(GLenum shader_type);
}; };
enum TextureType : unsigned char {
TEXTURE_TYPE_DIFFUSE,
TEXTURE_TYPE_SPECULAR,
};
class Texture2D { class Texture2D {
public: public:
Texture2D(const char *filename, GLint texture_unit, TextureType type); Texture2D(const char *filename, GLint texture_unit);
~Texture2D(); ~Texture2D();
void activate() const; void activate();
std::string name(unsigned int index) const;
int width; int width;
int height; int height;
int channels; int channels;
const char *filename;
GLint texture_unit;
TextureType type;
private: private:
GLuint texture; GLuint texture;
GLint texture_unit;
GLint format; GLint format;
}; };
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 tex_coord;
};
class Mesh {
public:
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
std::vector<Texture2D> textures;
Mesh(std::vector<Vertex> vertices, std::vector<GLuint> indices, std::vector<Texture2D> textures);
void activate();
void deactivate();
void draw(Shader &Shader);
void draw_instanced(Shader &Shader, unsigned int count = 1);
private:
GLuint vao, vbo, ebo;
void setup_mesh();
void set_mesh_textures_for_drawing(Shader &shader);
};
class Model {
public:
Model(const char *path) {
load_model(path);
}
void draw(Shader &shader);
private:
std::vector<Texture2D> loaded_textures;
std::vector<Mesh> meshes;
std::string directory;
GLint texture_unit = GL_TEXTURE0;
void load_model(std::string path);
void process_node(aiNode *node, const aiScene *scene);
Mesh process_mesh(aiMesh *mesh, const aiScene *scene);
std::vector<Texture2D> load_material_textures(aiMaterial *mat, aiTextureType type);
};
struct FrameBuffer {
GLuint fbo;
GLuint color;
GLuint depth_stencil;
GLuint width;
GLuint height;
};
FrameBuffer create_normal_frame_buffer(unsigned int width, unsigned int height);
#if MSAA
FrameBuffer create_multisample_frame_buffer(unsigned int width, unsigned int height);
void blit_multisample_frame_buffer(const FrameBuffer &multisample_buffer, const FrameBuffer &normal_buffer);
#endif
void delete_frame_buffer(FrameBuffer &buffer);
GLuint load_cubemap(std::vector<std::string> textures);
int main() { int main() {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
return EXIT_CODE_SDL_INIT_FAILED; return EXIT_CODE_SDL_INIT_FAILED;
@ -177,11 +92,6 @@ int main() {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#if MSAA
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, MSAA_SAMPLE_COUNT);
#endif
SDL_Window *window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_Window *window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) { if (!window) {
@ -197,48 +107,41 @@ int main() {
return EXIT_CODE_GLAD_LOADER_FAILED; return EXIT_CODE_GLAD_LOADER_FAILED;
} }
#if MSAA
glEnable(GL_MULTISAMPLE);
#endif
SDL_SetRelativeMouseMode(SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT); SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT);
stbi_set_flip_vertically_on_load(true);
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
#if MSAA glEnable(GL_DEPTH_TEST);
FrameBuffer multisample_buffer = create_multisample_frame_buffer(WINDOW_WIDTH, WINDOW_HEIGHT);
FrameBuffer offscreen_buffer = create_normal_frame_buffer(WINDOW_WIDTH, WINDOW_HEIGHT);
#else
FrameBuffer offscreen_buffer = create_normal_frame_buffer(WINDOW_WIDTH, WINDOW_HEIGHT);
#endif
std::vector<Vertex> vertices = { std::vector<GLfloat> vertices = {
// positions // normals // texture coords // positions // normals // texture coords
Vertex{glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f)}, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
Vertex{glm::vec3( 0.5f, 0.5f, 0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 0.0f)}, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
Vertex{glm::vec3( 0.5f, 0.5f, -0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f)}, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
Vertex{glm::vec3(-0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(0.0f, 1.0f)}, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
Vertex{glm::vec3( 0.5f, -0.5f, 0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f)}, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
Vertex{glm::vec3( 0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(1.0f, 1.0f)}, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
Vertex{glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(0.0f, 0.0f)}, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
Vertex{glm::vec3( 0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 0.0f)}, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
Vertex{glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(0.0f, 1.0f)}, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
Vertex{glm::vec3( 0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 1.0f)}, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
Vertex{glm::vec3( 0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(1.0f, 0.0f)}, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
Vertex{glm::vec3(-0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(0.0f, 0.0f)}, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
Vertex{glm::vec3( 0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(1.0f, 1.0f)}, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
Vertex{glm::vec3( 0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(1.0f, 0.0f)}, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
Vertex{glm::vec3( 0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(1.0f, 0.0f)}, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
Vertex{glm::vec3(-0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f)}, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
Vertex{glm::vec3(-0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 1.0f)}, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
Vertex{glm::vec3(-0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(0.0f, 0.0f)}, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
Vertex{glm::vec3(-0.5f, -0.5f, 0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f)}, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
Vertex{glm::vec3(-0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(0.0f, 1.0f)}, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
Vertex{glm::vec3(-0.5f, 0.5f, -0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f)}, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
Vertex{glm::vec3( 0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(1.0f, 1.0f)}, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
Vertex{glm::vec3(-0.5f, 0.5f, 0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 0.0f)}, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
Vertex{glm::vec3( 0.5f, -0.5f, -0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f)}, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
}; };
std::vector<GLuint> indices = { std::vector<GLuint> indices = {
@ -256,74 +159,57 @@ int main() {
13, 15, 16 13, 15, 16
}; };
Model suzanne = {"models/suzanne/suzanne.obj"}; GLuint vao = 0;
Mesh light = {vertices, indices, {}}; glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
std::vector<Vertex> skybox_vertices = { GLuint ebo = 0;
Vertex{glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)}, glGenBuffers(1, &ebo);
Vertex{glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)}, glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
Vertex{glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)}, glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
Vertex{glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
Vertex{glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
Vertex{glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
Vertex{glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
Vertex{glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
};
std::vector<GLuint> skybox_indices = { GLuint vbo = 0;
0, 1, 2, glGenBuffers(1, &vbo);
2, 3, 0, glBindBuffer(GL_ARRAY_BUFFER, vbo);
4, 1, 0, glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
0, 5, 4,
2, 6, 7,
7, 3, 2,
4, 5, 7,
7, 6, 4,
0, 3, 7,
7, 5, 0,
1, 4, 2,
2, 4, 6,
};
Mesh skybox = {skybox_vertices, skybox_indices, {}}; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
std::vector<Vertex> screen_vertices = { GLuint light_vao = 0;
Vertex{glm::vec3(-1.0f, -1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(0.0f, 0.0f)}, glGenVertexArrays(1, &light_vao);
Vertex{glm::vec3( 1.0f, -1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 0.0f)}, glBindVertexArray(light_vao);
Vertex{glm::vec3(-1.0f, 1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(0.0f, 1.0f)}, glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
Vertex{glm::vec3( 1.0f, 1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec2(1.0f, 1.0f)}, glBindBuffer(GL_ARRAY_BUFFER, vbo);
};
std::vector<GLuint> screen_indices = { glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)0);
0, 1, 2, glEnableVertexAttribArray(0);
2, 1, 3,
};
Mesh screen = {screen_vertices, screen_indices, {}}; glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"}; Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
Shader skybox_shader {"shaders/sb_vert.glsl", "shaders/sb_frag.glsl"}; Shader light_shader {"shaders/vert.glsl", "shaders/light_frag.glsl"};
Shader reflective_shader {"shaders/vert.glsl", "shaders/reflective_frag.glsl"};
Shader refractive_shader {"shaders/vert.glsl", "shaders/refractive_frag.glsl"};
Shader post_processing {"shaders/pp_vert.glsl", "shaders/pp_frag.glsl"};
#if NORMALS
Shader normal_vis_shader {"shaders/normal_vert.glsl", "shaders/normal_frag.glsl", "shaders/normal_geo.glsl"};
#endif
#if POINT_LIGHTS Texture2D diffuse_map = Texture2D("images/container2.png", GL_TEXTURE0);
Shader light_shader {"shaders/light_vert.glsl", "shaders/light_frag.glsl"}; Texture2D specular_map = Texture2D("images/container2_specular.png", GL_TEXTURE1);
std::vector<glm::mat4> light_shader_model_mats; main_shader.set_int("material.diffuse", 0);
#endif main_shader.set_int("material.specular", 1);
const float camera_speed = 25.0f; const float camera_speed = 25.0f;
glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f); glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f);
glm::vec3 camera_forward = glm::vec3(0.0f); glm::vec3 camera_forward = glm::vec3(0.0f);
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f); glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f); glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f);
glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f); glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f);
glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f); glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f);
float yaw = -75.0f; float yaw = -70.0f;
float pitch = 0.0f; float pitch = 0.0f;
glm::mat4 model = glm::mat4(1.0f); glm::mat4 model = glm::mat4(1.0f);
@ -331,25 +217,41 @@ int main() {
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
glm::mat3 normal_mat = glm::mat3(1.0f); glm::mat3 normal_mat = glm::mat3(1.0f);
main_shader.set_mat4 ("projection", projection);
main_shader.set_vec3 ("material.specular", glm::vec3(0.5f, 0.5f, 0.5f));
main_shader.set_float("material.shininess", 32.0f);
light_shader.set_mat4("projection", projection);
std::vector<glm::vec3> cube_positions = {
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 4.0f, 6.0f, -15.0f),
glm::vec3(-3.5f, -3.2f, -2.5f),
glm::vec3(-5.8f, -3.0f, -12.3f),
glm::vec3( 4.4f, -1.4f, -3.5f),
glm::vec3(-3.7f, 4.0f, -7.5f),
glm::vec3( 3.3f, -3.0f, -2.5f),
glm::vec3( 3.5f, 3.0f, -2.5f),
glm::vec3( 3.5f, 1.2f, -1.5f),
glm::vec3(-3.3f, 2.0f, -1.5f)
};
std::vector<glm::vec3> point_light_positions = { std::vector<glm::vec3> point_light_positions = {
glm::vec3( 0.7f, 0.2f, 2.0f), glm::vec3( 0.7f, 0.2f, 2.0f),
glm::vec3( 2.3f, -3.3f, -4.0f), glm::vec3( 2.3f, -3.3f, -4.0f),
glm::vec3(-4.0f, 2.0f, -12.0f), glm::vec3(-4.0f, 2.0f, -12.0f),
glm::vec3( 1.0f, 0.0f, -18.0f) glm::vec3( 0.0f, 0.0f, -3.0f)
}; };
// Setup material
main_shader.set_float("material.shininess", 32.0f);
// Setup lights // Setup lights
main_shader.set_vec3("directional_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f)); main_shader.set_vec3("directional_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
main_shader.set_vec3("directional_light.ambient", light_ambient); main_shader.set_vec3("directional_light.ambient", light_ambient);
main_shader.set_vec3("directional_light.diffuse", light_diffuse * 0.25f); main_shader.set_vec3("directional_light.diffuse", light_diffuse);
main_shader.set_vec3("directional_light.specular", light_specular); main_shader.set_vec3("directional_light.specular", light_specular);
main_shader.set_vec3("spot_light.ambient", light_ambient); main_shader.set_vec3("spot_light.ambient", light_ambient);
main_shader.set_vec3("spot_light.diffuse", light_diffuse * 0.5f); main_shader.set_vec3("spot_light.diffuse", light_diffuse);
main_shader.set_vec3("spot_light.specular", light_specular * 0.25f); main_shader.set_vec3("spot_light.specular", light_specular);
for (int i = 0; i < point_light_positions.size(); ++i) { for (int i = 0; i < point_light_positions.size(); ++i) {
char base[256] = {0}; char base[256] = {0};
@ -372,8 +274,8 @@ int main() {
main_shader.set_vec3(position, point_light_positions[i]); main_shader.set_vec3(position, point_light_positions[i]);
main_shader.set_vec3(ambient, light_ambient); main_shader.set_vec3(ambient, light_ambient);
main_shader.set_vec3(diffuse, light_diffuse * 0.25f); main_shader.set_vec3(diffuse, light_diffuse);
main_shader.set_vec3(specular, light_specular * 0.5f); main_shader.set_vec3(specular, light_specular);
main_shader.set_float(constant, 1.0f); main_shader.set_float(constant, 1.0f);
main_shader.set_float(linear, 0.09f); main_shader.set_float(linear, 0.09f);
main_shader.set_float(quadratic, 0.032f); main_shader.set_float(quadratic, 0.032f);
@ -386,76 +288,8 @@ int main() {
memset(constant, 0, sizeof(constant)); memset(constant, 0, sizeof(constant));
memset(linear, 0, sizeof(linear)); memset(linear, 0, sizeof(linear));
memset(quadratic, 0, sizeof(quadratic)); memset(quadratic, 0, sizeof(quadratic));
#if POINT_LIGHTS
glm::mat4 light_shader_model_mat = glm::translate(glm::mat4(1.0f), point_light_positions[i]);
light_shader_model_mat = glm::scale(light_shader_model_mat, glm::vec3(0.2f));
light_shader_model_mats.push_back(light_shader_model_mat);
#endif
} }
#if POINT_LIGHTS
std::size_t vec4_size = sizeof(glm::vec4);
light.activate();
GLuint instanceVBO;
glGenBuffers(1, &instanceVBO);
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * light_shader_model_mats.size(), glm::value_ptr(light_shader_model_mats[0]), GL_STATIC_DRAW);
// Set up attribute pointers for each column of the matrix
for (unsigned int i = 3; i < 7; ++i) {
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (void *)((i - 3) * vec4_size));
glEnableVertexAttribArray(i);
glVertexAttribDivisor(i, 1);
}
light.deactivate();
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif
// Load cube map
std::vector<std::string> cube_map_textures = {
"images/skybox/right.jpg",
"images/skybox/left.jpg",
"images/skybox/top.jpg",
"images/skybox/bottom.jpg",
"images/skybox/front.jpg",
"images/skybox/back.jpg",
};
GLuint cubemap = load_cubemap(cube_map_textures);
// Generate and bind uniform buffer
GLuint ubo;
GLuint ubo_binding_point = 0;
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, 144, NULL, GL_STATIC_DRAW);
// Bind the uniform buffer object to a binding point
// Can also be done using glBindBufferRange instead of glBindBufferBase
glBindBufferBase(GL_UNIFORM_BUFFER, ubo_binding_point, ubo);
// Set the shaders binding points
main_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
skybox_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
reflective_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
refractive_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
#if NORMALS
normal_vis_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
#endif
#if POINT_LIGHTS
light_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
#endif
// Add projection matrix to uniform buffer
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
const float sensitivity = 0.1f; const float sensitivity = 0.1f;
int last_mouse_x = WINDOW_HALF_WIDTH; int last_mouse_x = WINDOW_HALF_WIDTH;
int last_mouse_y = WINDOW_HALF_HEIGHT; int last_mouse_y = WINDOW_HALF_HEIGHT;
@ -519,14 +353,6 @@ int main() {
SDL_GL_GetDrawableSize(wnd, &w, &h); SDL_GL_GetDrawableSize(wnd, &w, &h);
glViewport(0, 0, w, h); glViewport(0, 0, w, h);
SDL_WarpMouseInWindow(wnd, (int)(w * 0.5f), (int)(h * 0.5f)); SDL_WarpMouseInWindow(wnd, (int)(w * 0.5f), (int)(h * 0.5f));
// Recreate offscreen frame buffer
delete_frame_buffer(offscreen_buffer);
offscreen_buffer = create_normal_frame_buffer(w, h);
#if MSAA
delete_frame_buffer(multisample_buffer);
multisample_buffer = create_multisample_frame_buffer(w, h);
#endif
} }
break; break;
} }
@ -538,96 +364,40 @@ int main() {
camera_forward = glm::normalize(camera_forward); camera_forward = glm::normalize(camera_forward);
view = glm::lookAt(camera_position, camera_position + camera_forward, world_up); view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
main_shader.set_vec3("camera_position", camera_position);
// Add view matrix and camera_position to uniform buffer
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
glBufferSubData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), sizeof(glm::vec3), glm::value_ptr(camera_position));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
main_shader.set_vec3("spot_light.position", camera_position); main_shader.set_vec3("spot_light.position", camera_position);
main_shader.set_vec3("spot_light.direction", camera_forward); main_shader.set_vec3("spot_light.direction", camera_forward);
main_shader.set_float("spot_light.cutoff", glm::cos(glm::radians(12.5))); main_shader.set_float("spot_light.cutoff", glm::cos(glm::radians(12.5)));
main_shader.set_float("spot_light.outer_cutoff", glm::cos(glm::radians(17.5))); main_shader.set_float("spot_light.outer_cutoff", glm::cos(glm::radians(17.5)));
skybox_shader.set_mat4("sb_view", glm::mat4(glm::mat3(view))); main_shader.set_mat4("view", view);
light_shader.set_mat4("view", view);
// Main render pass
#if MSAA
glBindFramebuffer(GL_FRAMEBUFFER, multisample_buffer.fbo);
#else
glBindFramebuffer(GL_FRAMEBUFFER, offscreen_buffer.fbo);
#endif
glClearColor(0.04f, 0.08f, 0.08f, 1.0f); glClearColor(0.04f, 0.08f, 0.08f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); for (int i = 0; i < cube_positions.size(); ++i) {
glDepthFunc(GL_LEQUAL); model = glm::translate(glm::mat4(1.0f), cube_positions[i]);
glEnable(GL_CULL_FACE); model = glm::rotate(model, glm::radians(10.0f * i), glm::vec3(1.0f, 0.3f, 0.5f));
normal_mat = glm::transpose(glm::inverse(model));
main_shader.activate();
main_shader.set_mat4("model", model);
main_shader.set_mat3("normal_mat", normal_mat);
diffuse_map.activate();
specular_map.activate();
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
}
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f)); // Draw light source
normal_mat = glm::transpose(glm::inverse(model)); for (int i = 0; i < point_light_positions.size(); ++i) {
main_shader.activate(); model = glm::translate(glm::mat4(1.0f), point_light_positions[i]);
main_shader.set_mat4("model", model); model = glm::scale(model, glm::vec3(0.2f));
main_shader.set_mat3("normal_mat", normal_mat); light_shader.activate();
suzanne.draw(main_shader); light_shader.set_mat4("model", model);
light_shader.set_vec3("light_diffuse", light_diffuse);
#if NORMALS glBindVertexArray(light_vao);
normal_mat = glm::transpose(glm::inverse(view * model)); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
normal_vis_shader.activate(); }
normal_vis_shader.set_mat4("model", model);
normal_vis_shader.set_mat3("normal_mat", normal_mat);
suzanne.draw(normal_vis_shader);
#endif
model = glm::translate(glm::mat4(1.0f), glm::vec3(3.0f, 0.0f, 0.0f));
normal_mat = glm::transpose(glm::inverse(model));
reflective_shader.set_mat4("model", model);
reflective_shader.set_mat3("normal_mat", normal_mat);
suzanne.draw(reflective_shader);
glDisable(GL_CULL_FACE);
model = glm::translate(glm::mat4(1.0f), glm::vec3(-3.0f, 0.0f, 0.0f));
normal_mat = glm::transpose(glm::inverse(model));
refractive_shader.set_mat4("model", model);
refractive_shader.set_mat3("normal_mat", normal_mat);
suzanne.draw(refractive_shader);
#if POINT_LIGHTS
// Draw point lights
light_shader.set_vec3("light_diffuse", light_diffuse);
light.draw_instanced(light_shader, point_light_positions.size());
#endif
// Draw skybox
skybox_shader.activate();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
skybox_shader.set_int("cubemap", 0);
skybox.draw(skybox_shader);
#if WIREFRAME
// wireframe mode
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
#if MSAA
blit_multisample_frame_buffer(multisample_buffer, offscreen_buffer);
#endif
// Post processing pass
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
post_processing.activate();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, offscreen_buffer.color);
post_processing.set_int("image_texture", 0);
screen.draw(post_processing);
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);
} }
@ -640,19 +410,12 @@ int main() {
} }
Shader::Shader(const std::string &vert_file, const std::string &frag_file, const std::string &geo_file) { Shader::Shader(const std::string &vert_file, const std::string &frag_file) {
GLuint vert = load_and_compile_shader(vert_file, GL_VERTEX_SHADER); GLuint vert = load_and_compile_shader(vert_file, GL_VERTEX_SHADER);
GLuint frag = load_and_compile_shader(frag_file, GL_FRAGMENT_SHADER); GLuint frag = load_and_compile_shader(frag_file, GL_FRAGMENT_SHADER);
GLuint geo = 0; link_program(vert, frag);
if (geo_file.size() > 0) {
geo = load_and_compile_shader(geo_file, GL_GEOMETRY_SHADER);
}
link_program(vert, frag, geo);
glDeleteShader(vert); glDeleteShader(vert);
glDeleteShader(frag); glDeleteShader(frag);
if (geo > 0) {
glDeleteShader(geo);
}
} }
Shader::~Shader() { Shader::~Shader() {
@ -697,18 +460,10 @@ void Shader::set_mat4(const char *name, glm::mat4 matrix) {
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix)); glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
} }
void Shader::set_uniform_block_binding_point(const char *block_name, GLuint binding_point) { void Shader::link_program(GLuint vert, GLuint frag) {
GLuint block_index = glGetUniformBlockIndex(program, block_name);
glUniformBlockBinding(program, block_index, binding_point);
}
void Shader::link_program(GLuint vert, GLuint frag, GLuint geo) {
program = glCreateProgram(); program = glCreateProgram();
glAttachShader(program, vert); glAttachShader(program, vert);
glAttachShader(program, frag); glAttachShader(program, frag);
if (geo > 0) {
glAttachShader(program, geo);
}
glLinkProgram(program); glLinkProgram(program);
GLint program_linked; GLint program_linked;
@ -791,7 +546,7 @@ const char *Shader::get_shader_type_string(GLenum shader_type) {
return output; return output;
} }
Texture2D::Texture2D(const char *filename, GLint texture_unit, TextureType type) : filename(filename), texture_unit(texture_unit), type(type) { Texture2D::Texture2D(const char *filename, GLint texture_unit) : texture_unit(texture_unit) {
uint8_t *image = stbi_load(filename, &width, &height, &channels, 0); uint8_t *image = stbi_load(filename, &width, &height, &channels, 0);
if (!image) { if (!image) {
return; return;
@ -817,295 +572,7 @@ Texture2D::Texture2D(const char *filename, GLint texture_unit, TextureType type)
Texture2D::~Texture2D() {} Texture2D::~Texture2D() {}
void Texture2D::activate() const { void Texture2D::activate() {
glActiveTexture(texture_unit); glActiveTexture(texture_unit);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
} }
std::string Texture2D::name(unsigned int index) const {
std::string output = "material.";
switch (type) {
case TEXTURE_TYPE_DIFFUSE:
output += "diffuse";
break;
case TEXTURE_TYPE_SPECULAR:
output += "specular";
break;
}
output += std::to_string(index);
return output.c_str();
}
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<GLuint> indices, std::vector<Texture2D> textures)
: vertices(vertices), indices(indices), textures(textures) {
setup_mesh();
}
void Mesh::setup_mesh() {
glGenVertexArrays(1, &vao);
glGenBuffers(1, &ebo);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)(offsetof(Vertex, normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)(offsetof(Vertex, tex_coord)));
glEnableVertexAttribArray(2);
}
void Mesh::set_mesh_textures_for_drawing(Shader &shader) {
unsigned int diffuse = 1;
unsigned int specular = 1;
unsigned int index;
for (int i = 0; i < textures.size(); ++i) {
const Texture2D &texture = textures[i];
index = texture.type == TEXTURE_TYPE_DIFFUSE ? diffuse++ : specular++;
shader.set_int(texture.name(index).c_str(), texture.texture_unit - GL_TEXTURE0);
texture.activate();
}
}
void Mesh::activate() {
glBindVertexArray(vao);
}
void Mesh::deactivate() {
glBindVertexArray(0);
}
void Mesh::draw(Shader &shader) {
set_mesh_textures_for_drawing(shader);
activate();
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
deactivate();
}
void Mesh::draw_instanced(Shader &shader, unsigned int count) {
set_mesh_textures_for_drawing(shader);
glBindVertexArray(vao);
glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0, count);
glBindVertexArray(0);
}
void Model::draw(Shader &shader) {
shader.activate();
for (int i = 0; i < meshes.size(); ++i) {
meshes[i].draw(shader);
}
}
void Model::load_model(std::string path) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
printf("Failed to load model: %s. Error: %s\n", path.c_str(), importer.GetErrorString());
return;
}
directory = path.substr(0, path.find_last_of('/'));
process_node(scene->mRootNode, scene);
}
void Model::process_node(aiNode *node, const aiScene *scene) {
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(process_mesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
process_node(node->mChildren[i], scene);
}
}
Mesh Model::process_mesh(aiMesh *mesh, const aiScene *scene) {
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
std::vector<Texture2D> textures;
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
Vertex vertex;
vertex.position = glm::vec3(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
vertex.normal = glm::vec3(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
if (mesh->mTextureCoords[0]) {
vertex.tex_coord = glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
} else {
vertex.tex_coord = glm::vec2(0.0f, 0.0f);
}
vertices.push_back(vertex);
}
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
aiFace face = mesh->mFaces[i];
for (unsigned int j = 0; j < face.mNumIndices; ++j) {
indices.push_back(face.mIndices[j]);
}
}
if (mesh->mMaterialIndex >= 0) {
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture2D> diffuse_maps = load_material_textures(material, aiTextureType_DIFFUSE);
textures.insert(textures.end(), diffuse_maps.begin(), diffuse_maps.end());
std::vector<Texture2D> specular_maps = load_material_textures(material, aiTextureType_SPECULAR);
textures.insert(textures.end(), specular_maps.begin(), specular_maps.end());
}
return Mesh(vertices, indices, textures);
}
std::vector<Texture2D> Model::load_material_textures(aiMaterial *material, aiTextureType type) {
std::vector<Texture2D> textures;
for (unsigned int i = 0; i < material->GetTextureCount(type); ++i) {
aiString path;
material->GetTexture(type, i, &path);
std::string absolute_path = directory + '/' + path.C_Str();
bool skip = false;
for (unsigned int j = 0; j < loaded_textures.size(); ++j) {
if (std::strcmp(loaded_textures[j].filename, absolute_path.c_str()) == 0) {
textures.push_back(loaded_textures[j]);
skip = true;
break;
}
}
if (!skip) {
TextureType tex_type = type == aiTextureType_DIFFUSE ? TEXTURE_TYPE_DIFFUSE : TEXTURE_TYPE_SPECULAR;
Texture2D texture = {absolute_path.c_str(), texture_unit++, tex_type};
textures.push_back(texture);
}
}
return textures;
}
FrameBuffer create_normal_frame_buffer(unsigned int width, unsigned int height) {
FrameBuffer buffer = {};
glGenFramebuffers(1, &buffer.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fbo);
// Create color texture
glGenTextures(1, &buffer.color);
glBindTexture(GL_TEXTURE_2D, buffer.color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer.color, 0);
// Create depth and stencil buffers
glGenRenderbuffers(1, &buffer.depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depth_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer.depth_stencil);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("Incomplete frame buffer\n");
exit(EXIT_CODE_INCOMPLETE_FRAME_BUFFER);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
buffer.width = width;
buffer.height = height;
return buffer;
}
#if MSAA
FrameBuffer create_multisample_frame_buffer(unsigned int width, unsigned int height) {
FrameBuffer buffer = {};
glGenFramebuffers(1, &buffer.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fbo);
// Create color texture
glGenTextures(1, &buffer.color);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, buffer.color);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, MSAA_SAMPLE_COUNT, GL_RGB, width, height, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, buffer.color, 0);
// Create depth and stencil buffers
glGenRenderbuffers(1, &buffer.depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depth_stencil);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, MSAA_SAMPLE_COUNT, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer.depth_stencil);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("Incomplete frame buffer\n");
exit(EXIT_CODE_INCOMPLETE_FRAME_BUFFER);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
buffer.width = width;
buffer.height = height;
return buffer;
}
void blit_multisample_frame_buffer(const FrameBuffer &multisample_buffer, const FrameBuffer &normal_buffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisample_buffer.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, normal_buffer.fbo);
glBlitFramebuffer(
0, 0, multisample_buffer.width, multisample_buffer.height,
0, 0, normal_buffer.width, normal_buffer.height,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
}
#endif
void delete_frame_buffer(FrameBuffer &buffer) {
glDeleteFramebuffers(1, &buffer.fbo);
glDeleteTextures(1, &buffer.color);
glDeleteRenderbuffers(1, &buffer.depth_stencil);
}
GLuint load_cubemap(std::vector<std::string> textures) {
GLuint cubemap;
glGenTextures(1, &cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
int width, height, channels;
uint8_t *tex;
for (unsigned int i = 0; i < textures.size(); ++i) {
tex = stbi_load(textures[i].c_str(), &width, &height, &channels, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex);
stbi_image_free(tex);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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);
return cubemap;
}