move hud lighting to lighting namespace
This commit is contained in:
parent
e334d6be17
commit
f6bd91824b
3
Makefile
3
Makefile
@ -29,7 +29,8 @@ OBJS = \
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src/non_block.o \
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src/non_block.o \
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src/view.o \
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src/view.o \
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src/minecraft.o \
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src/minecraft.o \
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src/hud.o
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src/hud.o \
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src/lighting.o
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all: test.so
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all: test.so
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76
include/geometry_buffer.h
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76
include/geometry_buffer.h
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@ -0,0 +1,76 @@
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#pragma once
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#include <assert.h>
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#include "glad/gl.h"
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#include "window.h"
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template <int render_target_count>
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struct geometry_buffer {
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unsigned int framebuffer;
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unsigned int target[render_target_count]; // textures
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unsigned int renderbuffer;
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int initialized;
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int width;
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int height;
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};
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struct target_type {
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GLint internal_format;
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GLenum attachment;
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};
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struct target_name {
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enum {
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POSITION = 0,
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NORMAL = 1,
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COLOR = 2,
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};
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};
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template <int render_target_count>
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void init_geometry_buffer(geometry_buffer<render_target_count>& geometry_buffer, target_type const * const types)
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{
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int width = window::width;
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int height = window::height;
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if ((geometry_buffer.initialized == 1) && (width == geometry_buffer.width) && (height == geometry_buffer.height)) {
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return;
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}
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if (geometry_buffer.initialized) {
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glDeleteFramebuffers(1, &geometry_buffer.framebuffer);
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glDeleteTextures(render_target_count, geometry_buffer.target);
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glDeleteRenderbuffers(1, &geometry_buffer.renderbuffer);
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}
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glGenFramebuffers(1, &geometry_buffer.framebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geometry_buffer.framebuffer);
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glGenTextures(render_target_count, geometry_buffer.target);
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for (int i = 0; i < render_target_count; i++) {
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glBindTexture(GL_TEXTURE_2D, geometry_buffer.target[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, types[i].internal_format, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, types[i].attachment, GL_TEXTURE_2D, geometry_buffer.target[i], 0);
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}
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static_assert(render_target_count == 3);
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GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, attachments); // bound to GL_DRAW_FRAMEBUFFER
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glGenRenderbuffers(1, &geometry_buffer.renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, geometry_buffer.renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, geometry_buffer.renderbuffer);
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assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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geometry_buffer.initialized = 1;
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geometry_buffer.width = width;
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geometry_buffer.height = height;
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}
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15
include/lighting.h
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15
include/lighting.h
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@ -0,0 +1,15 @@
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#pragma once
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namespace lighting {
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struct light_parameters {
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float quadratic;
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float linear;
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};
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extern light_parameters global;
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void load_program();
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void load_light_uniform_buffer();
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void draw();
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}
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@ -7,8 +7,6 @@ uniform sampler2D ColorSampler;
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uniform float Linear;
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uniform float Linear;
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uniform float Quadratic;
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uniform float Quadratic;
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uniform vec3 Eye;
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uniform vec3 Eye;
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uniform vec3 MousePosition;
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uniform vec3 MousePosition2;
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layout (location = 0) out vec4 Color;
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layout (location = 0) out vec4 Color;
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@ -39,11 +37,6 @@ void main()
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}
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}
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vec3 light_direction = normalize(Eye.xyz - position.xyz);
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vec3 light_direction = normalize(Eye.xyz - position.xyz);
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float diffuse = max(dot(normal.xyz, light_direction), 0.0);
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float diffuse = max(dot(normal.xyz, light_direction), 0.0);
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//if (floor(MousePosition + 0.5) == floor(position.xyz + 0.5))
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//diffuse = 1.5;
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//if (round(MousePosition2) == round(position.xyz))
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//color.xyz = vec3(0.75, 1.25, 0.75);
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out_color = color.xyz * diffuse;
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out_color = color.xyz * diffuse;
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Color = vec4(out_color, 1.0);
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Color = vec4(out_color, 1.0);
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112
src/lighting.cpp
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112
src/lighting.cpp
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@ -0,0 +1,112 @@
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#include <stdio.h>
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#include "glad/gl.h"
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#include "directxmath/directxmath.h"
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#include "opengl.h"
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#include "window.h"
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#include "view.h"
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#include "lighting.h"
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#include "geometry_buffer.h"
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extern unsigned int empty_vertex_array_object;
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extern unsigned int quad_index_buffer;
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extern geometry_buffer<3> geometry_buffer_pnc;
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namespace lighting {
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light_parameters global = {
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.quadratic = 1.0,
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.linear = 1.0
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};
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struct location {
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struct {
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unsigned int position_sampler;
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unsigned int normal_sampler;
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unsigned int color_sampler;
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unsigned int quadratic;
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unsigned int linear;
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unsigned int eye;
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unsigned int lights;
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} uniform;
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struct {
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unsigned int lights;
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} binding;
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};
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static unsigned int program;
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static location location;
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static unsigned int light_uniform_buffer;
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void load_program()
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{
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program = compile_from_files("shader/quad.vert",
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NULL,
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"shader/lighting.frag");
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location.uniform.position_sampler = glGetUniformLocation(program, "PositionSampler");
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location.uniform.normal_sampler = glGetUniformLocation(program, "NormalSampler");
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location.uniform.color_sampler = glGetUniformLocation(program, "ColorSampler");
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location.uniform.quadratic = glGetUniformLocation(program, "Quadratic");
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location.uniform.linear = glGetUniformLocation(program, "Linear");
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location.uniform.eye = glGetUniformLocation(program, "Eye");
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location.uniform.lights = glGetUniformBlockIndex(program, "Lights");
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fprintf(stderr, "lighting program:\n");
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fprintf(stderr, " uniforms:\n position_sampler %u normal_sampler %u color_sampler %u lights %u\n",
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location.uniform.position_sampler,
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location.uniform.normal_sampler,
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location.uniform.color_sampler,
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location.uniform.lights);
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location.binding.lights = 0;
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glUniformBlockBinding(program, location.uniform.lights, location.binding.lights);
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}
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void load_light_uniform_buffer()
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{
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light_uniform_buffer = load_uniform_buffer("minecraft/global.lights.vtx");
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}
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static inline bool near_zero(float a)
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{
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return (fabsf(a) < 0.00001f);
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}
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void draw()
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{
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glUseProgram(program);
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glDepthFunc(GL_ALWAYS);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[1]);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[2]);
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glUniform1i(location.uniform.position_sampler, 0);
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glUniform1i(location.uniform.normal_sampler, 1);
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glUniform1i(location.uniform.color_sampler, 2);
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float quadratic = near_zero(global.quadratic) ? 0.0 : 1.0f / global.quadratic;
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float linear = near_zero(global.linear) ? 0.0 : 1.0f / global.linear;
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glUniform1f(location.uniform.quadratic, quadratic);
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glUniform1f(location.uniform.linear, linear);
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XMFLOAT3 eye;
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XMStoreFloat3(&eye, view::state.eye);
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glUniform3fv(location.uniform.eye, 1, (float*)&eye);
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glBindBufferBase(GL_UNIFORM_BUFFER, location.binding.lights, light_uniform_buffer);
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glBindVertexArray(empty_vertex_array_object);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_index_buffer);
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void *)0);
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}
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}
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219
src/test.cpp
219
src/test.cpp
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#include <stdlib.h>
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#include <stdlib.h>
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#include <string.h>
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#include <string.h>
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#include "geometry_buffer.h"
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#include "glad/gl.h"
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#include "glad/gl.h"
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#include "opengl.h"
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#include "opengl.h"
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#include "directxmath/directxmath.h"
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#include "directxmath/directxmath.h"
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@ -15,6 +16,7 @@
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#include "non_block.h"
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#include "non_block.h"
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#include "minecraft.h"
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#include "minecraft.h"
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#include "hud.h"
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#include "hud.h"
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#include "lighting.h"
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struct line_location {
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struct line_location {
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struct {
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struct {
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@ -40,32 +42,6 @@ struct quad_location {
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static unsigned int quad_program;
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static unsigned int quad_program;
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static quad_location quad_location;
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static quad_location quad_location;
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struct lighting_location {
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struct {
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unsigned int position_sampler;
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unsigned int normal_sampler;
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unsigned int color_sampler;
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unsigned int quadratic;
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unsigned int linear;
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unsigned int eye;
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unsigned int mouse_position;
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unsigned int mouse_position2;
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unsigned int lights;
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} uniform;
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struct {
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unsigned int lights;
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} binding;
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};
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static unsigned int lighting_program;
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static lighting_location lighting_location;
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static XMFLOAT3 mouse_position;
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static bool mouse_position_sample = true;
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static XMVECTOR mouse_ray_position;
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static unsigned int light_uniform_buffer;
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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// globals
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// globals
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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@ -78,6 +54,13 @@ float last_frame_time;
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font::font * terminus_fonts;
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font::font * terminus_fonts;
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geometry_buffer<3> geometry_buffer_pnc = {};
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static target_type const geometry_buffer_pnc_types[3] = {
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[target_name::POSITION] = { GL_RGBA16F, GL_COLOR_ATTACHMENT0 },
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[target_name::NORMAL] = { GL_RGBA16F, GL_COLOR_ATTACHMENT1 },
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[target_name::COLOR] = { GL_RGBA8, GL_COLOR_ATTACHMENT2 },
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};
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void load_quad_index_buffer()
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void load_quad_index_buffer()
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{
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{
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uint8_t const data[] = {
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uint8_t const data[] = {
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@ -106,116 +89,6 @@ void load_quad_program()
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quad_program = program;
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quad_program = program;
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}
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}
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void load_lighting_program()
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{
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unsigned int program = compile_from_files("shader/quad.vert",
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NULL,
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"shader/lighting.frag");
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lighting_location.uniform.position_sampler = glGetUniformLocation(program, "PositionSampler");
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lighting_location.uniform.normal_sampler = glGetUniformLocation(program, "NormalSampler");
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lighting_location.uniform.color_sampler = glGetUniformLocation(program, "ColorSampler");
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lighting_location.uniform.quadratic = glGetUniformLocation(program, "Quadratic");
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lighting_location.uniform.linear = glGetUniformLocation(program, "Linear");
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lighting_location.uniform.eye = glGetUniformLocation(program, "Eye");
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lighting_location.uniform.mouse_position = glGetUniformLocation(program, "MousePosition");
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lighting_location.uniform.mouse_position2 = glGetUniformLocation(program, "MousePosition2");
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lighting_location.uniform.lights = glGetUniformBlockIndex(program, "Lights");
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fprintf(stderr, "lighting program:\n");
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fprintf(stderr, " uniforms:\n position_sampler %u normal_sampler %u color_sampler %u lights %u\n",
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lighting_location.uniform.position_sampler,
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lighting_location.uniform.normal_sampler,
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lighting_location.uniform.color_sampler,
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lighting_location.uniform.lights);
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lighting_location.binding.lights = 0;
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glUniformBlockBinding(program, lighting_location.uniform.lights, lighting_location.binding.lights);
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lighting_program = program;
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}
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void load_light_uniform_buffer()
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{
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light_uniform_buffer = load_uniform_buffer("minecraft/global.lights.vtx");
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}
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struct target_name {
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enum {
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POSITION = 0,
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NORMAL = 1,
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COLOR = 2,
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};
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};
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template <int render_target_count>
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struct geometry_buffer {
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unsigned int framebuffer;
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unsigned int target[render_target_count]; // textures
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unsigned int renderbuffer;
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int initialized;
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int width;
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int height;
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};
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struct target_type {
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GLint internal_format;
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GLenum attachment;
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};
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static geometry_buffer<3> geometry_buffer_pnc = {};
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static target_type const geometry_buffer_pnc_types[3] = {
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[target_name::POSITION] = { GL_RGBA16F, GL_COLOR_ATTACHMENT0 },
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[target_name::NORMAL] = { GL_RGBA16F, GL_COLOR_ATTACHMENT1 },
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[target_name::COLOR] = { GL_RGBA8, GL_COLOR_ATTACHMENT2 },
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};
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template <int render_target_count>
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|
||||||
void init_geometry_buffer(geometry_buffer<render_target_count>& geometry_buffer, target_type const * const types)
|
|
||||||
{
|
|
||||||
int width = window::width;
|
|
||||||
int height = window::height;
|
|
||||||
|
|
||||||
if ((geometry_buffer.initialized == 1) && (width == geometry_buffer.width) && (height == geometry_buffer.height)) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (geometry_buffer.initialized) {
|
|
||||||
glDeleteFramebuffers(1, &geometry_buffer.framebuffer);
|
|
||||||
glDeleteTextures(render_target_count, geometry_buffer.target);
|
|
||||||
glDeleteRenderbuffers(1, &geometry_buffer.renderbuffer);
|
|
||||||
}
|
|
||||||
glGenFramebuffers(1, &geometry_buffer.framebuffer);
|
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geometry_buffer.framebuffer);
|
|
||||||
|
|
||||||
glGenTextures(render_target_count, geometry_buffer.target);
|
|
||||||
for (int i = 0; i < render_target_count; i++) {
|
|
||||||
glBindTexture(GL_TEXTURE_2D, geometry_buffer.target[i]);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, types[i].internal_format, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
||||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, types[i].attachment, GL_TEXTURE_2D, geometry_buffer.target[i], 0);
|
|
||||||
}
|
|
||||||
static_assert(render_target_count == 3);
|
|
||||||
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
|
||||||
glDrawBuffers(3, attachments); // bound to GL_DRAW_FRAMEBUFFER
|
|
||||||
|
|
||||||
glGenRenderbuffers(1, &geometry_buffer.renderbuffer);
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, geometry_buffer.renderbuffer);
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
|
|
||||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, geometry_buffer.renderbuffer);
|
|
||||||
|
|
||||||
assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
|
||||||
|
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
||||||
|
|
||||||
geometry_buffer.initialized = 1;
|
|
||||||
geometry_buffer.width = width;
|
|
||||||
geometry_buffer.height = height;
|
|
||||||
}
|
|
||||||
|
|
||||||
extern "C" {
|
extern "C" {
|
||||||
void * SDL_GL_GetProcAddress(const char *proc);
|
void * SDL_GL_GetProcAddress(const char *proc);
|
||||||
}
|
}
|
||||||
@ -385,8 +258,8 @@ void load(const char * source_path)
|
|||||||
// lighting
|
// lighting
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
load_lighting_program();
|
lighting::load_program();
|
||||||
load_light_uniform_buffer();
|
lighting::load_light_uniform_buffer();
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
// line
|
// line
|
||||||
@ -407,17 +280,6 @@ void load(const char * source_path)
|
|||||||
non_block::load_vertex_attributes();
|
non_block::load_vertex_attributes();
|
||||||
}
|
}
|
||||||
|
|
||||||
float _ry = 0.0;
|
|
||||||
|
|
||||||
struct light_parameters {
|
|
||||||
float quadratic;
|
|
||||||
float linear;
|
|
||||||
};
|
|
||||||
light_parameters lighting = {
|
|
||||||
.quadratic = 1.0,
|
|
||||||
.linear = 1.0
|
|
||||||
};
|
|
||||||
|
|
||||||
void update_keyboard(int up, int down, int left, int right)
|
void update_keyboard(int up, int down, int left, int right)
|
||||||
{
|
{
|
||||||
//float forward = (0.1f * up + -0.1f * down);
|
//float forward = (0.1f * up + -0.1f * down);
|
||||||
@ -426,7 +288,6 @@ void update_keyboard(int up, int down, int left, int right)
|
|||||||
}
|
}
|
||||||
|
|
||||||
const int max_joysticks = 8;
|
const int max_joysticks = 8;
|
||||||
static int last_frame_start[max_joysticks] = {};
|
|
||||||
|
|
||||||
void update_joystick(int joystick_index,
|
void update_joystick(int joystick_index,
|
||||||
float lx, float ly, float rx, float ry, float tl, float tr,
|
float lx, float ly, float rx, float ry, float tl, float tr,
|
||||||
@ -444,12 +305,14 @@ void update_joystick(int joystick_index,
|
|||||||
delta_yaw, delta_pitch);
|
delta_yaw, delta_pitch);
|
||||||
view::apply_fov(0.01 * up + -0.01 * down);
|
view::apply_fov(0.01 * up + -0.01 * down);
|
||||||
|
|
||||||
|
/*
|
||||||
lighting.quadratic += 0.01 * a + -0.01 * b;
|
lighting.quadratic += 0.01 * a + -0.01 * b;
|
||||||
if (lighting.quadratic < 0.0f)
|
if (lighting.quadratic < 0.0f)
|
||||||
lighting.quadratic = 0.0f;
|
lighting.quadratic = 0.0f;
|
||||||
lighting.linear += 0.01 * x + -0.01 * y;
|
lighting.linear += 0.01 * x + -0.01 * y;
|
||||||
if (lighting.linear < 0.0f)
|
if (lighting.linear < 0.0f)
|
||||||
lighting.linear = 0.0f;
|
lighting.linear = 0.0f;
|
||||||
|
*/
|
||||||
|
|
||||||
if (leftshoulder) {
|
if (leftshoulder) {
|
||||||
load_line_point_from_eye(0);
|
load_line_point_from_eye(0);
|
||||||
@ -457,11 +320,6 @@ void update_joystick(int joystick_index,
|
|||||||
if (rightshoulder) {
|
if (rightshoulder) {
|
||||||
load_line_point_from_eye(1);
|
load_line_point_from_eye(1);
|
||||||
}
|
}
|
||||||
if (start && (start != last_frame_start[joystick_index])) {
|
|
||||||
mouse_position_sample = !mouse_position_sample;
|
|
||||||
printf("mouse_position_sample: %d\n", mouse_position_sample);
|
|
||||||
}
|
|
||||||
last_frame_start[joystick_index] = start;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void update(float time)
|
void update(float time)
|
||||||
@ -487,51 +345,6 @@ void draw_quad()
|
|||||||
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void *)0);
|
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void *)0);
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline bool near_zero(float a)
|
|
||||||
{
|
|
||||||
return (fabsf(a) < 0.00001f);
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_lighting()
|
|
||||||
{
|
|
||||||
glUseProgram(lighting_program);
|
|
||||||
glDepthFunc(GL_ALWAYS);
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[0]);
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[1]);
|
|
||||||
glActiveTexture(GL_TEXTURE2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, geometry_buffer_pnc.target[2]);
|
|
||||||
|
|
||||||
glUniform1i(lighting_location.uniform.position_sampler, 0);
|
|
||||||
glUniform1i(lighting_location.uniform.normal_sampler, 1);
|
|
||||||
glUniform1i(lighting_location.uniform.color_sampler, 2);
|
|
||||||
|
|
||||||
float quadratic = near_zero(lighting.quadratic) ? 0.0 : 1.0f / lighting.quadratic;
|
|
||||||
float linear = near_zero(lighting.linear) ? 0.0 : 1.0f / lighting.linear;
|
|
||||||
glUniform1f(lighting_location.uniform.quadratic, quadratic);
|
|
||||||
glUniform1f(lighting_location.uniform.linear, linear);
|
|
||||||
|
|
||||||
|
|
||||||
XMFLOAT3 eye;
|
|
||||||
XMStoreFloat3(&eye, view::state.eye);
|
|
||||||
glUniform3fv(lighting_location.uniform.eye, 1, (float*)&eye);
|
|
||||||
glUniform3fv(lighting_location.uniform.mouse_position, 1, (float*)&mouse_position);
|
|
||||||
/*
|
|
||||||
printf("m0: %f %f %f\nm1: %f %f %f\n",
|
|
||||||
mouse_position.x, mouse_position.y, mouse_position.z,
|
|
||||||
position2.x, position2.y, position2.z);
|
|
||||||
*/
|
|
||||||
|
|
||||||
glBindBufferBase(GL_UNIFORM_BUFFER, lighting_location.binding.lights, light_uniform_buffer);
|
|
||||||
|
|
||||||
glBindVertexArray(empty_vertex_array_object);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_index_buffer);
|
|
||||||
|
|
||||||
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void *)0);
|
|
||||||
}
|
|
||||||
|
|
||||||
static inline int popcount(int x)
|
static inline int popcount(int x)
|
||||||
{
|
{
|
||||||
return __builtin_popcount(x);
|
return __builtin_popcount(x);
|
||||||
@ -583,9 +396,6 @@ int clamp(int n, int high)
|
|||||||
|
|
||||||
void update_mouse(int x, int y)
|
void update_mouse(int x, int y)
|
||||||
{
|
{
|
||||||
if (!mouse_position_sample)
|
|
||||||
return;
|
|
||||||
|
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, geometry_buffer_pnc.framebuffer);
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, geometry_buffer_pnc.framebuffer);
|
||||||
glReadBuffer(geometry_buffer_pnc_types[target_name::POSITION].attachment);
|
glReadBuffer(geometry_buffer_pnc_types[target_name::POSITION].attachment);
|
||||||
|
|
||||||
@ -619,7 +429,6 @@ void update_mouse(int x, int y)
|
|||||||
XMMATRIX view_inverse = XMMatrixInverse(NULL, view::state.view_transform);
|
XMMATRIX view_inverse = XMMatrixInverse(NULL, view::state.view_transform);
|
||||||
|
|
||||||
XMVECTOR mouse_view = XMVector3Transform(mouse_clip, projection_inverse);
|
XMVECTOR mouse_view = XMVector3Transform(mouse_clip, projection_inverse);
|
||||||
mouse_ray_position = mouse_view;
|
|
||||||
|
|
||||||
mouse_view = XMVectorSetZ(mouse_view, -1);
|
mouse_view = XMVectorSetZ(mouse_view, -1);
|
||||||
XMVECTOR ray = XMVector3Normalize(XMVector3TransformNormal(mouse_view, view_inverse));
|
XMVECTOR ray = XMVector3Normalize(XMVector3TransformNormal(mouse_view, view_inverse));
|
||||||
@ -656,7 +465,7 @@ void draw()
|
|||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
draw_lighting();
|
lighting::draw();
|
||||||
//draw_quad();
|
//draw_quad();
|
||||||
hud::draw();
|
hud::draw();
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user