move hud lighting to lighting namespace

This commit is contained in:
Zack Buhman 2026-03-11 23:59:51 -05:00
parent e334d6be17
commit f6bd91824b
6 changed files with 219 additions and 213 deletions

View File

@ -29,7 +29,8 @@ OBJS = \
src/non_block.o \ src/non_block.o \
src/view.o \ src/view.o \
src/minecraft.o \ src/minecraft.o \
src/hud.o src/hud.o \
src/lighting.o
all: test.so all: test.so

76
include/geometry_buffer.h Normal file
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@ -0,0 +1,76 @@
#pragma once
#include <assert.h>
#include "glad/gl.h"
#include "window.h"
template <int render_target_count>
struct geometry_buffer {
unsigned int framebuffer;
unsigned int target[render_target_count]; // textures
unsigned int renderbuffer;
int initialized;
int width;
int height;
};
struct target_type {
GLint internal_format;
GLenum attachment;
};
struct target_name {
enum {
POSITION = 0,
NORMAL = 1,
COLOR = 2,
};
};
template <int render_target_count>
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;
}

15
include/lighting.h Normal file
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@ -0,0 +1,15 @@
#pragma once
namespace lighting {
struct light_parameters {
float quadratic;
float linear;
};
extern light_parameters global;
void load_program();
void load_light_uniform_buffer();
void draw();
}

View File

@ -7,8 +7,6 @@ uniform sampler2D ColorSampler;
uniform float Linear; uniform float Linear;
uniform float Quadratic; uniform float Quadratic;
uniform vec3 Eye; uniform vec3 Eye;
uniform vec3 MousePosition;
uniform vec3 MousePosition2;
layout (location = 0) out vec4 Color; layout (location = 0) out vec4 Color;
@ -39,11 +37,6 @@ void main()
} }
vec3 light_direction = normalize(Eye.xyz - position.xyz); vec3 light_direction = normalize(Eye.xyz - position.xyz);
float diffuse = max(dot(normal.xyz, light_direction), 0.0); float diffuse = max(dot(normal.xyz, light_direction), 0.0);
//if (floor(MousePosition + 0.5) == floor(position.xyz + 0.5))
//diffuse = 1.5;
//if (round(MousePosition2) == round(position.xyz))
//color.xyz = vec3(0.75, 1.25, 0.75);
out_color = color.xyz * diffuse; out_color = color.xyz * diffuse;
Color = vec4(out_color, 1.0); Color = vec4(out_color, 1.0);

112
src/lighting.cpp Normal file
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@ -0,0 +1,112 @@
#include <stdio.h>
#include "glad/gl.h"
#include "directxmath/directxmath.h"
#include "opengl.h"
#include "window.h"
#include "view.h"
#include "lighting.h"
#include "geometry_buffer.h"
extern unsigned int empty_vertex_array_object;
extern unsigned int quad_index_buffer;
extern geometry_buffer<3> geometry_buffer_pnc;
namespace lighting {
light_parameters global = {
.quadratic = 1.0,
.linear = 1.0
};
struct location {
struct {
unsigned int position_sampler;
unsigned int normal_sampler;
unsigned int color_sampler;
unsigned int quadratic;
unsigned int linear;
unsigned int eye;
unsigned int lights;
} uniform;
struct {
unsigned int lights;
} binding;
};
static unsigned int program;
static location location;
static unsigned int light_uniform_buffer;
void load_program()
{
program = compile_from_files("shader/quad.vert",
NULL,
"shader/lighting.frag");
location.uniform.position_sampler = glGetUniformLocation(program, "PositionSampler");
location.uniform.normal_sampler = glGetUniformLocation(program, "NormalSampler");
location.uniform.color_sampler = glGetUniformLocation(program, "ColorSampler");
location.uniform.quadratic = glGetUniformLocation(program, "Quadratic");
location.uniform.linear = glGetUniformLocation(program, "Linear");
location.uniform.eye = glGetUniformLocation(program, "Eye");
location.uniform.lights = glGetUniformBlockIndex(program, "Lights");
fprintf(stderr, "lighting program:\n");
fprintf(stderr, " uniforms:\n position_sampler %u normal_sampler %u color_sampler %u lights %u\n",
location.uniform.position_sampler,
location.uniform.normal_sampler,
location.uniform.color_sampler,
location.uniform.lights);
location.binding.lights = 0;
glUniformBlockBinding(program, location.uniform.lights, location.binding.lights);
}
void load_light_uniform_buffer()
{
light_uniform_buffer = load_uniform_buffer("minecraft/global.lights.vtx");
}
static inline bool near_zero(float a)
{
return (fabsf(a) < 0.00001f);
}
void draw()
{
glUseProgram(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(location.uniform.position_sampler, 0);
glUniform1i(location.uniform.normal_sampler, 1);
glUniform1i(location.uniform.color_sampler, 2);
float quadratic = near_zero(global.quadratic) ? 0.0 : 1.0f / global.quadratic;
float linear = near_zero(global.linear) ? 0.0 : 1.0f / global.linear;
glUniform1f(location.uniform.quadratic, quadratic);
glUniform1f(location.uniform.linear, linear);
XMFLOAT3 eye;
XMStoreFloat3(&eye, view::state.eye);
glUniform3fv(location.uniform.eye, 1, (float*)&eye);
glBindBufferBase(GL_UNIFORM_BUFFER, 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);
}
}

View File

@ -2,6 +2,7 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include "geometry_buffer.h"
#include "glad/gl.h" #include "glad/gl.h"
#include "opengl.h" #include "opengl.h"
#include "directxmath/directxmath.h" #include "directxmath/directxmath.h"
@ -15,6 +16,7 @@
#include "non_block.h" #include "non_block.h"
#include "minecraft.h" #include "minecraft.h"
#include "hud.h" #include "hud.h"
#include "lighting.h"
struct line_location { struct line_location {
struct { struct {
@ -40,32 +42,6 @@ struct quad_location {
static unsigned int quad_program; static unsigned int quad_program;
static quad_location quad_location; static quad_location quad_location;
struct lighting_location {
struct {
unsigned int position_sampler;
unsigned int normal_sampler;
unsigned int color_sampler;
unsigned int quadratic;
unsigned int linear;
unsigned int eye;
unsigned int mouse_position;
unsigned int mouse_position2;
unsigned int lights;
} uniform;
struct {
unsigned int lights;
} binding;
};
static unsigned int lighting_program;
static lighting_location lighting_location;
static XMFLOAT3 mouse_position;
static bool mouse_position_sample = true;
static XMVECTOR mouse_ray_position;
static unsigned int light_uniform_buffer;
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
// globals // globals
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
@ -78,6 +54,13 @@ float last_frame_time;
font::font * terminus_fonts; font::font * terminus_fonts;
geometry_buffer<3> geometry_buffer_pnc = {};
static target_type const geometry_buffer_pnc_types[3] = {
[target_name::POSITION] = { GL_RGBA16F, GL_COLOR_ATTACHMENT0 },
[target_name::NORMAL] = { GL_RGBA16F, GL_COLOR_ATTACHMENT1 },
[target_name::COLOR] = { GL_RGBA8, GL_COLOR_ATTACHMENT2 },
};
void load_quad_index_buffer() void load_quad_index_buffer()
{ {
uint8_t const data[] = { uint8_t const data[] = {
@ -106,116 +89,6 @@ void load_quad_program()
quad_program = program; quad_program = program;
} }
void load_lighting_program()
{
unsigned int program = compile_from_files("shader/quad.vert",
NULL,
"shader/lighting.frag");
lighting_location.uniform.position_sampler = glGetUniformLocation(program, "PositionSampler");
lighting_location.uniform.normal_sampler = glGetUniformLocation(program, "NormalSampler");
lighting_location.uniform.color_sampler = glGetUniformLocation(program, "ColorSampler");
lighting_location.uniform.quadratic = glGetUniformLocation(program, "Quadratic");
lighting_location.uniform.linear = glGetUniformLocation(program, "Linear");
lighting_location.uniform.eye = glGetUniformLocation(program, "Eye");
lighting_location.uniform.mouse_position = glGetUniformLocation(program, "MousePosition");
lighting_location.uniform.mouse_position2 = glGetUniformLocation(program, "MousePosition2");
lighting_location.uniform.lights = glGetUniformBlockIndex(program, "Lights");
fprintf(stderr, "lighting program:\n");
fprintf(stderr, " uniforms:\n position_sampler %u normal_sampler %u color_sampler %u lights %u\n",
lighting_location.uniform.position_sampler,
lighting_location.uniform.normal_sampler,
lighting_location.uniform.color_sampler,
lighting_location.uniform.lights);
lighting_location.binding.lights = 0;
glUniformBlockBinding(program, lighting_location.uniform.lights, lighting_location.binding.lights);
lighting_program = program;
}
void load_light_uniform_buffer()
{
light_uniform_buffer = load_uniform_buffer("minecraft/global.lights.vtx");
}
struct target_name {
enum {
POSITION = 0,
NORMAL = 1,
COLOR = 2,
};
};
template <int render_target_count>
struct geometry_buffer {
unsigned int framebuffer;
unsigned int target[render_target_count]; // textures
unsigned int renderbuffer;
int initialized;
int width;
int height;
};
struct target_type {
GLint internal_format;
GLenum attachment;
};
static geometry_buffer<3> geometry_buffer_pnc = {};
static target_type const geometry_buffer_pnc_types[3] = {
[target_name::POSITION] = { GL_RGBA16F, GL_COLOR_ATTACHMENT0 },
[target_name::NORMAL] = { GL_RGBA16F, GL_COLOR_ATTACHMENT1 },
[target_name::COLOR] = { GL_RGBA8, GL_COLOR_ATTACHMENT2 },
};
template <int render_target_count>
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();