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main.cpp
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1296 lines (1164 loc) · 48.8 KB
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#include <stdio.h>
#include <string>
#include <stdint.h>
#include <SDL.h>
#include <SDL_main.h>
#include <glad/glad.h>
#include <math.h>
#include <unordered_map>
#define RWM_IMPLEMENTATION
#include <rw_math.h>
#define RWTR_IMPLEMENTATION
#include <rw_transform.h>
#define RWTM_IMPLEMENTATION
#include <rw_time.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <TaskScheduler_c.h>
#define TINYOBJLOADER_IMPLEMENTATION
#include <tiny_obj_loader.h>
#include "shader.h"
#include "camera.h"
#include "input.h"
#include "global.h"
#include "mesh.h"
constexpr int TICKS_PER_SECOND = 60;
constexpr int SKIP_TICKS = 1000 / TICKS_PER_SECOND;
constexpr int MAX_FRAMESKIP = 10;
enkiTaskScheduler *g_pTS;
enkiTaskSet *pTask;
bool quit = false;
bool is_next_state_wire = true;
SDL_Window* win;
SDL_GLContext gl_context;
uint32_t quad_vao = 0;
uint32_t cube_vao = 0;
uint32_t skybox_vao = 0;
uint32_t plane_vao = 0;
uint32_t plane_vbo = 0;
uint32_t sphere_vao = 0;
uint32_t sphere_vbo = 0;
uint32_t sphere_ebo = 0;
uint32_t mesh_vao = 0;
uint32_t mesh_vbo = 0;
uint32_t mesh_ebo = 0;
uint32_t to_mesh_vao = 0;
uint32_t to_mesh_v_vbo = 0;
uint32_t to_mesh_n_vbo = 0;
uint32_t to_mesh_t_vbo = 0;
uint32_t to_mesh_ebo = 0;
uint32_t idx_count = 0;
// These are globals for cubemap capturing
Mat4 capture_persp_mat = perspective(90.0f, 0.1f, 10.0f, 1.0f);
Vec3 capture_pos = rwm_v3_zero();
Vec3 capture_targets[6] = {
rwm_v3_init(1.0, 0.0, 0.0),
rwm_v3_init(-1.0, 0.0, 0.0),
rwm_v3_init(0.0, 1.0, 0.0),
rwm_v3_init(0.0, -1.0, 0.0),
rwm_v3_init(0.0, 0.0, 1.0),
rwm_v3_init(0.0, 0.0, -1.0),
};
Vec3 capture_ups[6] = {
rwm_v3_init(0.0, -1.0, 0.0),
rwm_v3_init(0.0, -1.0, 0.0),
rwm_v3_init(0.0, 0.0, 1.0),
rwm_v3_init(0.0, 0.0, -1.0),
rwm_v3_init(0.0, -1.0, 0.0),
rwm_v3_init(0.0, -1.0, 0.0),
};
struct PBRTextures {
uint32_t albedo_tid;
uint32_t metallic_tid;
uint32_t roughness_tid;
uint32_t normal_tid;
uint32_t ao_tid;
};
struct TinyObjMesh {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
//float *packed;
std::vector<float> packed;
uint32_t total_vertices;
};
struct MeshFull {
Mesh mesh;
TinyObjMesh to_mesh;
PBRTextures textures;
};
struct GBuffer {
uint32_t fbo;
uint32_t rbo;
uint32_t g_pos;
uint32_t g_normal;
uint32_t g_albedo;
uint32_t g_metallic;
uint32_t g_roughness;
uint32_t g_ao;
};
void render_plane();
void render_sphere();
void render_cube();
void render_quad();
void render_to_quad(Shader &quad_shader, uint32_t tex_color_buffer);
void render_skybox(Shader &skybox_shader, Camera &camera, uint32_t skybox_tid);
void render_mesh(Mesh &m);
void render_mesh_full(MeshFull &m);
TinyObjMesh tinyobj_load(std::string path) {
TinyObjMesh result;
std::string warn;
std::string err;
printf("tinyobj: Loading obj: %s\n", path.c_str());
bool ret = tinyobj::LoadObj(&result.attrib, &result.shapes, &result.materials, &warn, &err, path.c_str());
if (!warn.empty()) {
printf("%s\n", warn.c_str());
}
if (!err.empty()) {
printf("%s\n", err.c_str());
}
if (!ret) {
exit(1);
}
// Don't deal with multiple things in an obj file for now
assert(result.shapes.size() == 1);
result.total_vertices = 0;
for (size_t f = 0; f < result.shapes[0].mesh.num_face_vertices.size(); f++) {
int fv = result.shapes[0].mesh.num_face_vertices[f];
result.total_vertices += fv;
}
// Pack the data
result.packed.reserve(NUM_PACKED_ELEMENTS * result.total_vertices);
size_t index_offset = 0;
for (size_t f = 0; f < result.shapes[0].mesh.num_face_vertices.size(); f++) {
int fv = result.shapes[0].mesh.num_face_vertices[f];
for (size_t v = 0; v < fv; v++) {
tinyobj::index_t idx = result.shapes[0].mesh.indices[index_offset + v];
result.packed.push_back(result.attrib.vertices[3*idx.vertex_index+0]);
result.packed.push_back(result.attrib.vertices[3*idx.vertex_index+1]);
result.packed.push_back(result.attrib.vertices[3*idx.vertex_index+2]);
result.packed.push_back(result.attrib.texcoords[2*idx.texcoord_index+0]);
result.packed.push_back(result.attrib.texcoords[2*idx.texcoord_index+1]);
result.packed.push_back(result.attrib.normals[3*idx.normal_index+0]);
result.packed.push_back(result.attrib.normals[3*idx.normal_index+1]);
result.packed.push_back(result.attrib.normals[3*idx.normal_index+2]);
}
index_offset += fv;
}
return result;
}
uint32_t load_texture(const char *path) {
stbi_set_flip_vertically_on_load(true);
uint32_t tid = 0;
int w, h, num_components;
unsigned char *data = stbi_load(path, &w, &h, &num_components, 0);
if (data) {
glGenTextures(1, &tid);
GLenum format = GL_RED;
if (num_components == 1) {
format = GL_RED;
} else if (num_components == 3) {
format = GL_RGB;
} else if (num_components == 4) {
format = GL_RGBA;
}
glBindTexture(GL_TEXTURE_2D, tid);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
printf("Loaded texture: %s as tid %d\n", path, tid);
} else {
printf("ERROR: Texture could not be not loaded %s\n", path);
}
stbi_image_free(data);
return tid;
}
void bind_pbr_textures(PBRTextures &t) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t.albedo_tid);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, t.normal_tid);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, t.metallic_tid);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, t.roughness_tid);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, t.ao_tid);
}
void deferred_bind_pbr_textures(PBRTextures &t) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, t.metallic_tid);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, t.roughness_tid);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, t.ao_tid);
}
uint32_t load_cubemap(const std::string &dir) {
uint32_t tid;
glGenTextures(1, &tid);
glBindTexture(GL_TEXTURE_CUBE_MAP, tid);
std::string names[6] = {
"right.jpg",
"left.jpg",
"top.jpg",
"bottom.jpg",
"front.jpg",
"back.jpg"
};
int w, h, nrc;
for (int i = 0; i < 6; i++) {
std::string path = dir + "/" + names[i];
unsigned char *data = stbi_load(path.c_str(), &w, &h, &nrc, 0);
if (data) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_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);
printf("Loaded cube map face: %s\n", path.c_str());
stbi_image_free(data);
} else {
printf("ERROR: Texture could not be not loaded %s\n", path.c_str());
stbi_image_free(data);
return 0;
}
}
printf("Loaded cube map texture: %d\n", tid);
return tid;
}
uint32_t load_hdr_texture(const std::string &path) {
stbi_set_flip_vertically_on_load(true);
uint32_t tid = 0;
int w, h, num_components;
float *data = stbi_loadf(path.c_str(), &w, &h, &num_components, 0);
if (data) {
glGenTextures(1, &tid);
glBindTexture(GL_TEXTURE_2D, tid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, w, h, 0, GL_RGB, GL_FLOAT, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
printf("Loaded HDR texture: %s as tid %d\n", path.c_str(), tid);
} else {
printf("ERROR: HDR texture could not be not loaded %s\n", path.c_str());
}
stbi_image_free(data);
return tid;
}
uint32_t create_env_map(Shader &env_shader, const std::string &hdr_path) {
uint32_t capture_fb;
uint32_t capture_rb;
glGenFramebuffers(1, &capture_fb);
glGenRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fb);
glBindRenderbuffer(GL_RENDERBUFFER, capture_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 512, 512);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rb);
uint32_t hdr_tid = load_hdr_texture(hdr_path);
uint32_t cube_map_tid;
glGenTextures(1, &cube_map_tid);
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_map_tid);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, NULL);
}
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);
env_shader.use();
env_shader.set_unif_1i("equirectangular_map", 0);
env_shader.set_unif_mat4("u_projection", &capture_persp_mat);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdr_tid);
glViewport(0, 0, 512, 512);
for (int i = 0; i < 6; i++) {
Mat4 view = get_view_mat(&capture_pos, &capture_targets[i], &capture_ups[i]);
env_shader.set_unif_mat4("u_view", &view);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cube_map_tid, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render_cube();
}
glDeleteFramebuffers(1, &capture_fb);
glDeleteRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
printf("Created environment map texture with tid %d\n", cube_map_tid);
return cube_map_tid;
}
uint32_t create_irradiance_map(Shader &irr_shader, uint32 env_map_tid) {
uint32_t irr_map_tid;
glGenTextures(1, &irr_map_tid);
glBindTexture(GL_TEXTURE_CUBE_MAP, irr_map_tid);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, NULL);
}
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);
uint32_t capture_fb;
uint32_t capture_rb;
glGenFramebuffers(1, &capture_fb);
glGenRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fb);
glBindRenderbuffer(GL_RENDERBUFFER, capture_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rb);
irr_shader.use();
irr_shader.set_unif_1i("environment_map", 0);
irr_shader.set_unif_mat4("u_projection", &capture_persp_mat);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, env_map_tid);
glViewport(0, 0, 32, 32);
for (int i = 0; i < 6; i++) {
Mat4 view = get_view_mat(&capture_pos, &capture_targets[i], &capture_ups[i]);
irr_shader.set_unif_mat4("u_view", &view);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irr_map_tid, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render_cube();
}
glDeleteFramebuffers(1, &capture_fb);
glDeleteRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
printf("Created irradiance map texture with tid %d\n", irr_map_tid);
return irr_map_tid;
}
uint32_t create_prefilter_map(Shader &prefilter_shader, uint32_t env_map_tid) {
uint32_t capture_fb;
uint32_t capture_rb;
glGenFramebuffers(1, &capture_fb);
glGenRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rb);
uint32_t prefilter_map_tid;
glGenTextures(1, &prefilter_map_tid);
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter_map_tid);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 128, 128, 0, GL_RGB, GL_FLOAT, NULL);
}
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_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
prefilter_shader.use();
prefilter_shader.set_unif_1i("environment_map", 0);
prefilter_shader.set_unif_mat4("u_projection", &capture_persp_mat);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, env_map_tid);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fb);
constexpr uint32_t max_mip_level = 5;
for (int mip = 0; mip < max_mip_level; mip++) {
uint32_t mip_width = 128 * std::pow(0.5, mip);
uint32_t mip_height = mip_width;
glBindRenderbuffer(GL_RENDERBUFFER, capture_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mip_width, mip_height);
glViewport(0, 0, mip_width, mip_height);
float roughness = (float) mip / (float) (max_mip_level - 1);
prefilter_shader.set_unif_1f("roughness", roughness);
for (int j = 0; j < 6; j++) {
Mat4 view = get_view_mat(&capture_pos, &capture_targets[j], &capture_ups[j]);
prefilter_shader.set_unif_mat4("u_view", &view);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, prefilter_map_tid, mip);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render_cube();
}
}
glDeleteFramebuffers(1, &capture_fb);
glDeleteRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
printf("Created prefilter map texture with tid %d\n", prefilter_map_tid);
return prefilter_map_tid;
}
uint32_t create_brdf_lut(Shader &brdf_shader) {
uint32_t brdf_tid;
glGenTextures(1, &brdf_tid);
glBindTexture(GL_TEXTURE_2D, brdf_tid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 512, 512, 0, GL_RG, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
uint32_t capture_fb;
uint32_t capture_rb;
glGenFramebuffers(1, &capture_fb);
glGenRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, capture_fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf_tid, 0);
glViewport(0, 0, 512, 512);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
brdf_shader.use();
render_quad();
glDeleteFramebuffers(1, &capture_fb);
glDeleteRenderbuffers(1, &capture_rb);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
printf("Created BRDF LUT texture with tid %d\n", brdf_tid);
return brdf_tid;
}
GBuffer create_g_buffer() {
GBuffer result;
glGenFramebuffers(1, &result.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, result.fbo);
glGenTextures(1, &result.g_pos);
glBindTexture(GL_TEXTURE_2D, result.g_pos);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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, result.g_pos, 0);
glGenTextures(1, &result.g_normal);
glBindTexture(GL_TEXTURE_2D, result.g_normal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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, result.g_normal, 0);
glGenTextures(1, &result.g_albedo);
glBindTexture(GL_TEXTURE_2D, result.g_albedo);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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, result.g_albedo, 0);
glGenTextures(1, &result.g_metallic);
glBindTexture(GL_TEXTURE_2D, result.g_metallic);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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_ATTACHMENT3, GL_TEXTURE_2D, result.g_metallic, 0);
glGenTextures(1, &result.g_roughness);
glBindTexture(GL_TEXTURE_2D, result.g_roughness);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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_ATTACHMENT4, GL_TEXTURE_2D, result.g_roughness, 0);
glGenTextures(1, &result.g_ao);
glBindTexture(GL_TEXTURE_2D, result.g_ao);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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_ATTACHMENT5, GL_TEXTURE_2D, result.g_ao, 0);
uint32_t attachments[6] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5 };
glDrawBuffers(6, attachments);
glGenRenderbuffers(1, &result.rbo);
glBindRenderbuffer(GL_RENDERBUFFER, result.rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCREEN_WIDTH, SCREEN_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, result.rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("g-buffer not created properly\n");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return result;
}
void set_clear_color(int state) {
switch (state) {
case 0:
glClearColor(0.0, 0.0, 0.0, 1.0);
break;
case 1:
glClearColor(1.0, 0.0, 0.0, 1.0);
break;
case 2:
glClearColor(0.0, 1.0, 0.0, 1.0);
break;
case 3:
glClearColor(0.0, 0.0, 1.0, 1.0);
break;
default:
glClearColor(1.0, 1.0, 1.0, 1.0);
break;
}
}
int main(int argc, char* argv[]) {
rwtm_init();
puts("Hello");
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5 );
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
// NOTE(ray): Passing in NULL means we're loading in the default OpenGL library.
// Even if we don't explicity call this function, the default OpenGL library will
// be loaded anyway upon window creation.
// SDL_GL_LoadLibrary(NULL);
win = SDL_CreateWindow("render3d_01", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
gl_context = SDL_GL_CreateContext(win);
gladLoadGLLoader(SDL_GL_GetProcAddress);
printf("Vendor: %s\n", glGetString(GL_VENDOR));
printf("Renderer: %s\n", glGetString(GL_RENDERER));
printf("Version: %s\n", glGetString(GL_VERSION));
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
GBuffer g_buffer = create_g_buffer();
// Load textures
// TODO(ray): Load these on another thread
#if 0
PBRTextures chipped_paint;
chipped_paint.albedo_tid = load_texture("assets/chipped_paint_metal/chipped-paint-metal-albedo.png");
chipped_paint.normal_tid = load_texture("assets/chipped_paint_metal/chipped-paint-metal-normal-dx.png");
chipped_paint.metallic_tid = load_texture("assets/chipped_paint_metal/chipped-paint-metal-metal.png");
chipped_paint.roughness_tid = load_texture("assets/chipped_paint_metal/chipped-paint-metal-rough2.png");
chipped_paint.ao_tid = load_texture("assets/chipped_paint_metal/chipped-paint-ao.png");
PBRTextures concrete;
concrete.albedo_tid = load_texture("assets/concrete/concrete_floor_02_diff_1k.jpg");
concrete.normal_tid = load_texture("assets/concrete/concrete_floor_02_Nor_1k.jpg");
concrete.metallic_tid = load_texture("assets/concrete/concrete_floor_02_spec_1k.jpg");
concrete.roughness_tid = load_texture("assets/concrete/concrete_floor_02_rough_1k.jpg");
concrete.ao_tid = load_texture("assets/concrete/concrete_floor_02_AO_1k.jpg");
#endif
PBRTextures aluminium;
aluminium.albedo_tid = load_texture("assets/scuffed_aluminum/Aluminum-Scuffed_basecolor.png");
aluminium.normal_tid = load_texture("assets/scuffed_aluminum/Aluminum-Scuffed_normal.png");
aluminium.metallic_tid = load_texture("assets/scuffed_aluminum/Aluminum-Scuffed_metallic.png");
aluminium.roughness_tid = load_texture("assets/scuffed_aluminum/Aluminum-Scuffed_roughness.png");
aluminium.ao_tid = load_texture("assets/scuffed_aluminum/Aluminum-Scuffed_metallic.png");
uint32_t cube_map_tid = load_cubemap("assets/skybox");
// Load obj
MeshFull cerberus;
cerberus.to_mesh = tinyobj_load("assets/cerberus/cerberus.obj");
cerberus.textures.albedo_tid = load_texture("assets/cerberus/Cerberus_A.tga");
cerberus.textures.normal_tid = load_texture("assets/cerberus/Cerberus_N.tga");
cerberus.textures.metallic_tid = load_texture("assets/cerberus/Cerberus_M.tga");
cerberus.textures.roughness_tid = load_texture("assets/cerberus/Cerberus_R.tga");
cerberus.textures.ao_tid = load_texture("assets/cerberus/Cerberus_AO.tga");
MeshFull bunny;
bunny.to_mesh = tinyobj_load("assets/bunny.obj");
bunny.textures = aluminium;
// Load shader
Shader basic_s = Shader("shaders/basic.vert", "shaders/basic_pbr.frag");
Shader logl_s = Shader("shaders/logl_pbr.vert", "shaders/logl_pbr_ibl_full.frag");
Shader tex_s = Shader("shaders/logl_pbr.vert", "shaders/texture_pbr.frag");
Shader tex_ibl_s = Shader("shaders/logl_pbr.vert", "shaders/texture_pbr_ibl.frag");
Shader tex_ibl_full_s = Shader("shaders/logl_pbr.vert", "shaders/texture_pbr_ibl_full.frag");
Shader quad_s = Shader("shaders/quad.vert", "shaders/quad.frag");
Shader skybox_s = Shader("shaders/skybox.vert", "shaders/skybox.frag");
Shader env_s = Shader("shaders/cubemap.vert", "shaders/equirectangular_to_cubemap.frag");
Shader irradiance_map_s = Shader("shaders/cubemap.vert", "shaders/irradiance_convolution.frag");
Shader prefilter_s = Shader("shaders/cubemap.vert", "shaders/prefilter_convolution.frag");
Shader brdf_s = Shader("shaders/quad.vert", "shaders/brdf.frag");
Shader solid_s = Shader("shaders/logl_pbr.vert", "shaders/solid.frag");
Shader deferred_geometry_s = Shader("shaders/logl_pbr.vert", "shaders/deferred_geometry.frag");
Shader deferred_pbr_s = Shader("shaders/deferred_pbr.vert", "shaders/deferred_pbr.frag");
uint32_t env_map_tid = create_env_map(env_s, "assets/Tokyo_BigSight_3k.hdr");
//uint32_t env_map_tid = create_env_map(env_s, "assets/20_Subway_Lights_3k.hdr");
uint32_t irradiance_map_tid = create_irradiance_map(irradiance_map_s, env_map_tid);
uint32_t prefilter_map_tid = create_prefilter_map(prefilter_s, env_map_tid);
uint32_t brdf_lut_tid = create_brdf_lut(brdf_s);
//Shader *cur_shader = &logl_s;
Shader *cur_shader = &tex_ibl_full_s;
cur_shader->use();
cur_shader->set_unif_1i("u_albedo_map", 0);
cur_shader->set_unif_1i("u_normal_map", 1);
cur_shader->set_unif_1i("u_metallic_map", 2);
cur_shader->set_unif_1i("u_roughness_map", 3);
cur_shader->set_unif_1i("u_ao_map", 4);
cur_shader->set_unif_1i("u_irradiance_map", 5);
cur_shader->set_unif_1i("u_prefilter_map", 6);
cur_shader->set_unif_1i("u_brdf_lut", 7);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map_tid);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter_map_tid);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, brdf_lut_tid);
// Create another framebuffer to render to
uint32_t fb;
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
// Create texture
uint32_t tex_color_buf, tex_depth_buf;
glGenTextures(1, &tex_color_buf);
printf("tex_color_buf tid: %d\n", tex_color_buf);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_color_buf);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCREEN_WIDTH, SCREEN_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, tex_color_buf, 0);
// Using a renderbuffer instead
uint32_t rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCREEN_WIDTH, SCREEN_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("Error: Framebuffer %d is not complete\n", fb);
return 1;
}
// Create the camera
Camera camera = Camera(rwm_v3_init(0,2,15), rwm_v3_init(0,0,-1), rwm_v3_init(0,1.0,0), 45.0, 0.1, 100.0, ASPECT_RATIO);
puts("main view_mat");
rwm_m4_puts(&(camera.persp_mat));
cur_shader->set_unif_mat4("u_view", &camera.view_mat);
cur_shader->set_unif_mat4("u_projection", &camera.persp_mat);
int w, h;
SDL_GetWindowSize(win, &w, &h);
glViewport(0, 0, w, h);
SDL_GL_SetSwapInterval(0);
uint64_t cur_time = rwtm_now();
uint64_t frame_time = 0;
int state = 0;
bool is_next_shader_logl = true;
bool holding_2 = false;
Vec3 light_positions[] = {
rwm_v3_init(-9.0f, 9.0f, 9.0f),
rwm_v3_init( 9.0f, 9.0f, 9.0f),
rwm_v3_init(-9.0f, -9.0f, 9.0f),
rwm_v3_init( 9.0f, -9.0f, 9.0f),
};
Vec3 light_colors[] = {
rwm_v3_init(100.0f, 300.0f, 300.0f),
rwm_v3_init(300.0f, 147.0f, 0.0f),
rwm_v3_init(300.0f, 300.0f, 300.0f),
rwm_v3_init(300.0f, 300.0f, 300.0f)
};
constexpr int num_rows = 7;
constexpr int num_cols = 7;
constexpr float spacing = 2.5;
bool use_texture_pbr = true;
while (!quit) {
int64_t new_time = rwtm_now();
frame_time = new_time - cur_time;
cur_time = new_time;
process_raw_input(&quit);
if (is_down(SDL_SCANCODE_ESCAPE)) {
quit = true;
}
if (is_pressed(SDL_SCANCODE_1)) {
puts("PRESSED 1");
// set_clear_color(state);
state = ++state % 7;
}
if (is_down(SDL_SCANCODE_2)) {
set_clear_color(5);
holding_2 = true;
} else if (holding_2 && is_up(SDL_SCANCODE_2)) {
set_clear_color(state);
}
if (is_pressed(SDL_SCANCODE_3)) {
if (is_next_state_wire) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
is_next_state_wire = !is_next_state_wire;
}
if (is_pressed(SDL_SCANCODE_4)) {
cur_shader = &logl_s;
cur_shader->use();
cur_shader->set_unif_mat4("u_projection", &camera.persp_mat);
cur_shader->set_unif_1i("u_irradiance_map", 0);
cur_shader->set_unif_1i("u_prefilter_map", 1);
cur_shader->set_unif_1i("u_brdf_lut", 2);
use_texture_pbr = false;
}
if (is_pressed(SDL_SCANCODE_5)) {
cur_shader = &tex_ibl_full_s;
cur_shader->use();
cur_shader->set_unif_1i("u_albedo_map", 0);
cur_shader->set_unif_1i("u_normal_map", 1);
cur_shader->set_unif_1i("u_metallic_map", 2);
cur_shader->set_unif_1i("u_roughness_map", 3);
cur_shader->set_unif_1i("u_ao_map", 4);
cur_shader->set_unif_1i("u_irradiance_map", 5);
cur_shader->set_unif_1i("u_prefilter_map", 6);
cur_shader->set_unif_1i("u_brdf_lut", 7);
cur_shader->set_unif_mat4("u_projection", &camera.persp_mat);
use_texture_pbr = true;
}
if (is_mouse_scrolling() != 0) {
printf("SCROLLING %d\n", is_mouse_scrolling());
}
camera.update(rwtm_to_ms(frame_time));
#if 0
// Forward rendering
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glEnable(GL_DEPTH_TEST);
glClearColor(0.1, 0.1, 0.1, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cur_shader->use();
// Need to load the albedo map back in because we've replaced it when rendering the quad
if (!use_texture_pbr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map_tid);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter_map_tid);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, brdf_lut_tid);
}
cur_shader->set_unif_3fv("u_cam_pos", &camera.pos);
cur_shader->set_unif_mat4("u_view", &camera.view_mat);
cur_shader->set_unif_mat4("u_projection", &camera.persp_mat);
Vec3 alb = rwm_v3_init(0.5f, 0, 0);
cur_shader->set_unif_3fv("u_albedo", &alb);
cur_shader->set_unif_1f("u_ao", 1.0f);
cur_shader->set_unif_1f("u_metallic", 0.8f);
cur_shader->set_unif_1f("u_roughness", 0.1f);
for (int i = 0; i < sizeof(light_positions) / sizeof(light_positions[0]); i++) {
std::string pos_name = "u_light_pos[" + std::to_string(i) + "]";
std::string col_name = "u_light_color[" + std::to_string(i) + "]";
cur_shader->set_unif_3fv(pos_name.c_str(), &light_positions[i]);
cur_shader->set_unif_3fv(col_name.c_str(), &light_colors[i]);
}
Transform ts = rwtr_trs(
rwm_v3_init(0.0, 0.0, 10.0),
rwm_v3_init(2.0, 2.0, 2.0),
RWTR_NO_AXIS, 0.0f
);
Quaternion q1 = rwm_q_init_rotation(rwm_v3_init(0.0, 1.0, 0.0), rwm_to_radians(-90.0f));
Quaternion q2 = rwm_q_init_rotation(rwm_v3_init(1.0, 0.0, 0.0), rwm_to_radians(45.0f));
Transform r = rwtr_init_rotate_q(rwm_q_mult(q1, q2));
Transform model_tr = rwtr_compose(&ts, &r);
cur_shader->set_unif_mat4("u_model", &model_tr.t);
render_mesh_full(cerberus);
model_tr = rwtr_trs(
rwm_v3_init(1.0, 0.0, 8.6),
rwm_v3_init(1.0, 1.0, 1.0),
RWTR_NO_AXIS, 0.0f
);
cur_shader->set_unif_mat4("u_model", &model_tr.t);
render_mesh_full(bunny);
//bind_pbr_textures(aluminium);
//render_plane();
#if 1
bind_pbr_textures(aluminium);
for (int i = 0; i < num_rows; i++) {
float metallic = (float)i/(float)num_rows;
cur_shader->set_unif_1f("u_metallic", metallic);
for (int j = 0; j < num_cols; j++) {
float roughness = rwm_clamp((float)j/(float)num_cols, 0.05f, 1.0f);
cur_shader->set_unif_1f("u_roughness", roughness);
Mat4 model = rwm_m4_identity();
model.e[0][3] = (j - (num_cols/2)) * spacing;
model.e[1][3] = (i - (num_rows/2)) * spacing;
cur_shader->set_unif_mat4("u_model", &model);
render_sphere();
}
}
#endif
// Render the light spheres
for (int i = 0; i < sizeof(light_positions) / sizeof(light_positions[0]); i++) {
solid_s.use();
solid_s.set_unif_3fv("u_light_color", &light_colors[i]);
Mat4 model = rwm_m4_identity();
model.e[0][3] = light_positions[i].x;
model.e[1][3] = light_positions[i].y;
model.e[2][3] = light_positions[i].z;
model.e[0][0] = 0.5;
model.e[1][1] = 0.5;
model.e[2][2] = 0.5;
solid_s.set_unif_mat4("u_model", &model);
solid_s.set_unif_mat4("u_view", &camera.view_mat);
solid_s.set_unif_mat4("u_projection", &camera.persp_mat);
render_sphere();
}
render_skybox(skybox_s, camera, env_map_tid);
render_to_quad(quad_s, tex_color_buf);
#else
// Deferred rendering
// phase 1 - deferred geometry
glBindFramebuffer(GL_FRAMEBUFFER, g_buffer.fbo);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cur_shader = &deferred_geometry_s;
cur_shader->use();
cur_shader->set_unif_1i("u_albedo_map", 0);
cur_shader->set_unif_1i("u_normal_map", 1);
cur_shader->set_unif_1i("u_metallic_map", 2);
cur_shader->set_unif_1i("u_roughness_map", 3);
cur_shader->set_unif_1i("u_ao_map", 4);
cur_shader->set_unif_1i("u_irradiance_map", 5);
cur_shader->set_unif_mat4("u_projection", &camera.persp_mat);
cur_shader->set_unif_mat4("u_view", &camera.view_mat);
Transform ts = rwtr_trs(
rwm_v3_init(0.0, 0.0, 10.0),
rwm_v3_init(2.0, 2.0, 2.0),
RWTR_NO_AXIS, 0.0f
);
Quaternion q1 = rwm_q_init_rotation(rwm_v3_init(0.0, 1.0, 0.0), rwm_to_radians(-90.0f));
Quaternion q2 = rwm_q_init_rotation(rwm_v3_init(1.0, 0.0, 0.0), rwm_to_radians(45.0f));
Transform r = rwtr_init_rotate_q(rwm_q_mult(q1, q2));
Transform model_tr = rwtr_compose(&ts, &r);
cur_shader->set_unif_mat4("u_model", &model_tr.t);
render_mesh_full(cerberus);
model_tr = rwtr_trs(
rwm_v3_init(1.0, 0.0, 8.6),
rwm_v3_init(1.0, 1.0, 1.0),
RWTR_NO_AXIS, 0.0f
);
cur_shader->set_unif_mat4("u_model", &model_tr.t);
render_mesh_full(bunny);
#if 1
bind_pbr_textures(aluminium);
for (int i = 0; i < num_rows; i++) {
float metallic = (float)i/(float)num_rows;
cur_shader->set_unif_1f("u_metallic", metallic);
for (int j = 0; j < num_cols; j++) {
float roughness = rwm_clamp((float)j/(float)num_cols, 0.05f, 1.0f);
cur_shader->set_unif_1f("u_roughness", roughness);
Mat4 model = rwm_m4_identity();
model.e[0][3] = (j - (num_cols/2)) * spacing;
model.e[1][3] = (i - (num_rows/2)) * spacing;
cur_shader->set_unif_mat4("u_model", &model);
render_sphere();
}
}
#endif
// Phase 2 - Lighting pass
#if 1
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cur_shader = &deferred_pbr_s;
cur_shader->use();
cur_shader->set_unif_1i("g_position", 0);
cur_shader->set_unif_1i("g_normal", 1);
cur_shader->set_unif_1i("g_albedo", 2);
cur_shader->set_unif_1i("g_metallic", 3);
cur_shader->set_unif_1i("g_roughness", 4);
cur_shader->set_unif_1i("g_ao", 5);
cur_shader->set_unif_1i("u_irradiance_map", 6);
cur_shader->set_unif_1i("u_prefilter_map", 7);
cur_shader->set_unif_1i("u_brdf_lut", 8);
cur_shader->set_unif_3fv("u_cam_pos", &camera.pos);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_buffer.g_pos);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, g_buffer.g_normal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, g_buffer.g_albedo);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, g_buffer.g_metallic);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, g_buffer.g_roughness);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, g_buffer.g_ao);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance_map_tid);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter_map_tid);
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_2D, brdf_lut_tid);
for (int i = 0; i < sizeof(light_positions) / sizeof(light_positions[0]); i++) {
std::string pos_name = "u_light_pos[" + std::to_string(i) + "]";
std::string col_name = "u_light_color[" + std::to_string(i) + "]";
cur_shader->set_unif_3fv(pos_name.c_str(), &light_positions[i]);
cur_shader->set_unif_3fv(col_name.c_str(), &light_colors[i]);
}
render_quad();
#endif
// Copy depth buffer to the draw framebuffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, g_buffer.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
glBlitFramebuffer(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
render_skybox(skybox_s, camera, env_map_tid);
// phase 3 - finally render to default framebuffer quad
switch (state) {
case 0:
render_to_quad(quad_s, tex_color_buf);
break;
case 1:
render_to_quad(quad_s, g_buffer.g_pos);
break;
case 2:
render_to_quad(quad_s, g_buffer.g_normal);
break;
case 3:
render_to_quad(quad_s, g_buffer.g_albedo);
break;
case 4:
render_to_quad(quad_s, g_buffer.g_metallic);
break;
case 5:
render_to_quad(quad_s, g_buffer.g_roughness);
break;
case 6:
render_to_quad(quad_s, g_buffer.g_ao);
break;
default:
break;