summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-14 21:54:55 +1100
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-14 21:54:55 +1100
commit6c581ff56dfcc22c25538e305e58efd967dd640a (patch)
treeadd8415857a0a7799d06778f3479601007a20e01
parent7b9ef1066e49fe3e0c7791e097b26445f0f35f3d (diff)
lights, camera, action
-rw-r--r--assets/shaders/blinn_phong.frag76
-rw-r--r--examples/obj_loading/ex_obj_loading.c39
-rw-r--r--src/renderer/render.c48
-rw-r--r--src/renderer/render.h2
-rw-r--r--src/renderer/render_types.h34
-rw-r--r--src/resources/obj.c23
-rw-r--r--xmake.lua3
7 files changed, 205 insertions, 20 deletions
diff --git a/assets/shaders/blinn_phong.frag b/assets/shaders/blinn_phong.frag
index a284948..095b19a 100644
--- a/assets/shaders/blinn_phong.frag
+++ b/assets/shaders/blinn_phong.frag
@@ -9,6 +9,25 @@ struct Material {
float shininess;
};
+struct DirLight {
+ vec3 direction;
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+};
+
+struct PointLight {
+ vec3 position;
+ // fall off properties
+ float constant;
+ float linear;
+ float quadratic;
+
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+};
+
in VS_OUT {
vec3 FragPos;
vec3 Normal;
@@ -16,6 +35,61 @@ in VS_OUT {
vec4 FragPosLightSpace;
} fs_in;
+// --- Uniforms
+#define NUM_POINT_LIGHTS 4
+uniform vec3 viewPos;
+uniform Material material;
+uniform DirLight dirLight;
+uniform PointLight pointLights[NUM_POINT_LIGHTS];
+
+// --- Function prototypes
+vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
+vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
+
void main() {
- FragColor = vec4(1.0);
+ vec3 norm = normalize(fs_in.Normal);
+ vec3 viewDir = normalize(viewPos - fs_in.FragPos);
+
+ vec3 result = CalcDirLight(dirLight, norm, viewDir);
+ for (int i = 0; i < 4; i++) {
+ result += CalcPointLight(pointLights[i], norm, fs_in.FragPos, viewDir);
+ }
+
+ FragColor = vec4(result, 1.0);
+}
+
+vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
+{
+ vec3 lightDir = normalize(-light.direction);
+ // diffuse shading
+ float diff = max(dot(normal, lightDir), 0.0);
+ // specular shading
+ vec3 reflectDir = reflect(-lightDir, normal);
+ float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
+ // combine result
+ vec3 ambient = light.ambient * vec3(texture(material.diffuse, fs_in.TexCoords));
+ vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, fs_in.TexCoords));
+ vec3 specular = light.specular * spec * vec3(texture(material.specular, fs_in.TexCoords));
+ return (ambient + diffuse + specular);
+}
+
+vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
+{
+ vec3 lightDir = normalize(light.position - fragPos);
+ // diffuse
+ float diff = max(dot(normal, lightDir), 0.0);
+ // specular
+ vec3 reflectDir = reflect(-lightDir, normal);
+ float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
+ // attentuation
+ float distance = length(light.position - fragPos);
+ float attentuation = 1.0 / (light.constant + light.linear * distance * light.quadratic * (distance * distance));
+ // result
+ vec3 ambient = light.ambient * vec3(texture(material.diffuse, fs_in.TexCoords));
+ vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, fs_in.TexCoords));
+ vec3 specular = light.specular * spec * vec3(texture(material.specular, fs_in.TexCoords));
+ ambient *= attentuation;
+ diffuse *= attentuation;
+ specular *= attentuation;
+ return (ambient + diffuse + specular);
} \ No newline at end of file
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c
index bdadd7e..02ed606 100644
--- a/examples/obj_loading/ex_obj_loading.c
+++ b/examples/obj_loading/ex_obj_loading.c
@@ -1,4 +1,5 @@
#include <glfw3.h>
+#include <string.h>
#include "camera.h"
#include "core.h"
@@ -7,6 +8,14 @@
#include "render.h"
#include "render_types.h"
+const vec3 pointlight_positions[4] = {
+ {0.7, 0.2, 2.0},
+ {2.3, -3.3, -4.0},
+ {-4.0, 2.0, -12.0},
+ {0.0, 0.0, -3.0},
+};
+point_light point_lights[4];
+
int main() {
core* core = core_bringup();
@@ -22,6 +31,30 @@ int main() {
vec3 camera_pos = vec3(3., 4., 10.);
vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
camera cam = camera_create(camera_pos, camera_front, VEC3_Y, deg_to_rad(45.0));
+ // 4. create lights
+
+ // directional (sun) light setup
+ directional_light dir_light = {.direction = (vec3){-0.2, -1.0, -0.3},
+ .ambient = (vec3){0.2, 0.2, 0.2},
+ .diffuse = (vec3){0.5, 0.5, 0.5},
+ .specular = (vec3){1.0, 1.0, 1.0}};
+ // point lights setup
+ for (int i = 0; i < 4; i++) {
+ point_lights[i].position = pointlight_positions[i];
+ point_lights[i].ambient = (vec3){0.05, 0.05, 0.05};
+ point_lights[i].diffuse = (vec3){0.8, 0.8, 0.8};
+ point_lights[i].specular = (vec3){1.0, 1.0, 1.0};
+ point_lights[i].constant = 1.0;
+ point_lights[i].linear = 0.09;
+ point_lights[i].quadratic = 0.032;
+ }
+
+ scene our_scene = {
+ .dir_light = dir_light,
+ .n_point_lights = 4
+ };
+ memcpy(&our_scene.point_lights, &point_lights, sizeof(point_light[4]));
+
// --- Enter Main loop
while (!glfwWindowShouldClose(core->renderer.window)) {
@@ -30,10 +63,10 @@ int main() {
render_frame_begin(&core->renderer);
- // Draw the cube
- transform cube_tf =
+ // Draw the backpack
+ transform model_tf =
transform_create(VEC3_ZERO, quat_ident(), 2.0); // make the backpack a bit bigger
- draw_model(&core->renderer, &cam, backpack, cube_tf);
+ draw_model(&core->renderer, &cam, backpack, model_tf, &our_scene);
render_frame_end(&core->renderer);
}
diff --git a/src/renderer/render.c b/src/renderer/render.c
index dc541d2..1c979e5 100644
--- a/src/renderer/render.c
+++ b/src/renderer/render.c
@@ -80,7 +80,7 @@ void default_material_init() {
texture_data_upload(&DEFAULT_MATERIAL.specular_texture);
}
-void draw_model(renderer* ren, camera* camera, model* model, transform tf) {
+void draw_model(renderer* ren, camera* camera, model* model, transform tf, scene* scene) {
// TRACE("Drawing model: %s", model->name);
mat4 view;
mat4 proj;
@@ -88,13 +88,22 @@ void draw_model(renderer* ren, camera* camera, model* model, transform tf) {
set_shader(ren->blinn_phong);
+ // set camera uniform
+ uniform_vec3f(ren->blinn_phong.program_id, "viewPos", &camera->position);
+ // set light uniforms
+ dir_light_upload_uniforms(ren->blinn_phong, &scene->dir_light);
+ for (int i = 0; i < scene->n_point_lights; i ++) {
+ point_light_upload_uniforms(ren->blinn_phong, &scene->point_lights[i], '0' + i);
+ }
+
for (size_t i = 0; i < mesh_darray_len(model->meshes); i++) {
mesh* m = &model->meshes->data[i];
if (vertex_darray_len(m->vertices) == 0) {
continue;
}
// TRACE("Drawing mesh %d", i);
- draw_mesh(ren, m, tf, &(DEFAULT_MATERIAL), &view, &proj);
+ material* mat = &model->materials->data[m->material_index];
+ draw_mesh(ren, m, tf, mat, &view, &proj);
}
}
@@ -127,8 +136,6 @@ void draw_mesh(renderer* ren, mesh* mesh, transform tf, material* mat, mat4* vie
void model_upload_meshes(renderer* ren, model* model) {
INFO("Upload mesh vertex data to GPU for model %s", model->name);
- // DEBUG("Loading model with handle %d", model_handle.raw);
- // model m = models->data[model_handle.raw];
size_t num_meshes = mesh_darray_len(model->meshes);
u32 VBOs[num_meshes];
@@ -148,7 +155,7 @@ void model_upload_meshes(renderer* ren, model* model) {
glBindBuffer(GL_ARRAY_BUFFER, VBOs[mesh_i]);
size_t num_vertices = vertex_darray_len(model->meshes->data[mesh_i].vertices);
- TRACE("Uploading vertex array data: %d verts", num_vertices);
+ // TRACE("Uploading vertex array data: %d verts", num_vertices);
total_verts += num_vertices;
// TODO: convert this garbage into a function
@@ -256,3 +263,34 @@ void texture_data_upload(texture* tex) {
DEBUG("Freeing texture image data after uploading to GPU");
// stbi_image_free(tex->image_data); // data is on gpu now so we dont need it around
}
+
+void dir_light_upload_uniforms(shader shader, directional_light *light) {
+ uniform_vec3f(shader.program_id, "dirLight.direction", &light->direction);
+ uniform_vec3f(shader.program_id, "dirLight.ambient", &light->ambient);
+ uniform_vec3f(shader.program_id, "dirLight.diffuse", &light->diffuse);
+ uniform_vec3f(shader.program_id, "dirLight.specular", &light->specular);
+}
+
+void point_light_upload_uniforms(shader shader, point_light *light, char index) {
+ char position_str[] = "pointLights[x].position";
+ position_str[12] = (char)index;
+ char ambient_str[] = "pointLights[x].ambient";
+ ambient_str[12] = (char)index;
+ char diffuse_str[] = "pointLights[x].diffuse";
+ diffuse_str[12] = (char)index;
+ char specular_str[] = "pointLights[x].specular";
+ specular_str[12] = (char)index;
+ char constant_str[] = "pointLights[x].constant";
+ constant_str[12] = (char)index;
+ char linear_str[] = "pointLights[x].linear";
+ linear_str[12] = (char)index;
+ char quadratic_str[] = "pointLights[x].quadratic";
+ quadratic_str[12] = (char)index;
+ uniform_vec3f(shader.program_id, position_str, &light->position);
+ uniform_vec3f(shader.program_id, ambient_str, &light->ambient);
+ uniform_vec3f(shader.program_id, diffuse_str, &light->diffuse);
+ uniform_vec3f(shader.program_id, specular_str, &light->specular);
+ uniform_f32(shader.program_id, constant_str, light->constant);
+ uniform_f32(shader.program_id, linear_str, light->linear);
+ uniform_f32(shader.program_id, quadratic_str, light->quadratic);
+} \ No newline at end of file
diff --git a/src/renderer/render.h b/src/renderer/render.h
index 35c2d91..10702e3 100644
--- a/src/renderer/render.h
+++ b/src/renderer/render.h
@@ -17,7 +17,7 @@ void render_frame_end(renderer* ren);
// --- models meshes
void model_upload_meshes(renderer* ren, model* model);
-void draw_model(renderer* ren, camera* camera, model* model, transform tf);
+void draw_model(renderer* ren, camera* camera, model* model, transform tf, scene* scene);
void draw_mesh(renderer* ren, mesh* mesh, transform tf, material* mat, mat4* view, mat4* proj);
// ---
diff --git a/src/renderer/render_types.h b/src/renderer/render_types.h
index 746dfce..483e392 100644
--- a/src/renderer/render_types.h
+++ b/src/renderer/render_types.h
@@ -78,6 +78,27 @@ KITC_DECL_TYPED_ARRAY(material) // creates "material_darray"
#define TYPED_MATERIAL_ARRAY
#endif
+// lights
+typedef struct point_light {
+ vec3 position;
+ f32 constant, linear, quadratic;
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+} point_light;
+
+typedef struct directional_light {
+ vec3 direction;
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+} directional_light;
+
+void point_light_upload_uniforms(shader shader, point_light *light, char index);
+void dir_light_upload_uniforms(shader shader, directional_light *light);
+
+// --- Models & Meshes
+
/** @brief Vertex format for a static mesh */
typedef struct vertex {
vec3 position;
@@ -90,8 +111,6 @@ KITC_DECL_TYPED_ARRAY(vertex) // creates "vertex_darray"
#define TYPED_VERTEX_ARRAY
#endif
-// --- Models & Meshes
-
typedef struct mesh {
vertex_darray *vertices;
u32 vertex_size; /** size in bytes of each vertex including necessary padding */
@@ -121,6 +140,17 @@ KITC_DECL_TYPED_ARRAY(model) // creates "model_darray"
#define TYPED_MODEL_ARRAY
#endif
+// --- Scene
+
+// NOTE: This struct won't stay like this for a long time. It's somewhat temporary
+// in order to get a basic scene working without putting burden on the caller of
+// draw_model()
+typedef struct scene {
+ directional_light dir_light;
+ point_light point_lights[4];
+ size_t n_point_lights;
+} scene;
+
// --- Graphics API related
typedef enum cel_primitive_topology {
diff --git a/src/resources/obj.c b/src/resources/obj.c
index 658967e..221e3aa 100644
--- a/src/resources/obj.c
+++ b/src/resources/obj.c
@@ -35,7 +35,7 @@ KITC_DECL_TYPED_ARRAY(face)
void create_submesh(mesh_darray *meshes, vec3_darray *tmp_positions, vec3_darray *tmp_normals,
vec2_darray *tmp_uvs, face_darray *tmp_faces, material_darray *materials,
bool material_loaded, char current_material_name[256]);
-bool load_material_lib(const char *path, material_darray *materials);
+bool load_material_lib(const char *path, str8 relative_path, material_darray *materials);
bool model_load_obj_str(const char *file_string, str8 relative_path, model *out_model,
bool invert_textures_y);
@@ -182,7 +182,7 @@ bool model_load_obj_str(const char *file_string, str8 relative_path, model *out_
sscanf(pch + offset, "%s", filename);
char mtllib_path[1024];
snprintf(mtllib_path, sizeof(mtllib_path), "%s/%s", relative_path.buf, filename);
- if (!load_material_lib(mtllib_path, out_model->materials)) {
+ if (!load_material_lib(mtllib_path, relative_path, out_model->materials)) {
ERROR("couldnt load material lib");
return false;
}
@@ -262,7 +262,6 @@ void create_submesh(mesh_darray *meshes, vec3_darray *tmp_positions, vec3_darray
material_darray_iter mat_iter = material_darray_iter_new(materials);
blinn_phong_material *cur_material;
while ((cur_material = material_darray_iter_next(&mat_iter))) {
- printf("Material name %s vs %s \n", cur_material->name, current_material_name);
if (strcmp(cur_material->name, current_material_name) == 0) {
DEBUG("Found match");
m.material_index = mat_iter.current_idx - 1;
@@ -280,7 +279,7 @@ void create_submesh(mesh_darray *meshes, vec3_darray *tmp_positions, vec3_darray
mesh_darray_push(meshes, m);
}
-bool load_material_lib(const char *path, material_darray *materials) {
+bool load_material_lib(const char *path,str8 relative_path, material_darray *materials) {
TRACE("BEGIN load material lib at %s", path);
const char *file_string = string_from_file(path);
@@ -338,9 +337,12 @@ bool load_material_lib(const char *path, material_darray *materials) {
// specular exponent
sscanf(pch + offset, "%f", &current_material.spec_exponent);
} else if (strcmp(line_header, "map_Kd") == 0) {
- char diffuse_map_path[1024] = "assets/";
- sscanf(pch + offset, "%s", diffuse_map_path + 7);
+ char diffuse_map_filename[1024];
+ sscanf(pch + offset, "%s", diffuse_map_filename);
+ char diffuse_map_path[1024];
+ snprintf(diffuse_map_path, sizeof(diffuse_map_path), "%s/%s", relative_path.buf, diffuse_map_filename);
printf("load from %s\n", diffuse_map_path);
+
// --------------
texture diffuse_texture = texture_data_load(diffuse_map_path, true);
current_material.diffuse_texture = diffuse_texture;
@@ -348,8 +350,13 @@ bool load_material_lib(const char *path, material_darray *materials) {
texture_data_upload(&current_material.diffuse_texture);
// --------------
} else if (strcmp(line_header, "map_Ks") == 0) {
- char specular_map_path[1024] = "assets/";
- sscanf(pch + offset, "%s", specular_map_path + 7);
+ // char specular_map_path[1024] = "assets/";
+ // sscanf(pch + offset, "%s", specular_map_path + 7);
+ char specular_map_filename[1024];
+ sscanf(pch + offset, "%s", specular_map_filename);
+ char specular_map_path[1024];
+ snprintf(specular_map_path, sizeof(specular_map_path), "%s/%s", relative_path.buf, specular_map_filename);
+ printf("load from %s\n", specular_map_path);
// --------------
texture specular_texture = texture_data_load(specular_map_path, true);
current_material.specular_texture = specular_texture;
diff --git a/xmake.lua b/xmake.lua
index 15159ef..611b537 100644
--- a/xmake.lua
+++ b/xmake.lua
@@ -14,8 +14,11 @@ add_cflags("-Wall", "-Wextra", "-Wundef", "-Wdouble-promotion")
if is_mode("debug") then
add_cflags("-g") -- Add debug symbols in debug mode
+elseif is_mode("release") then
+ add_defines("CRELEASE")
end
+
-- Platform defines and system packages
if is_plat("linux") then
add_defines("CEL_PLATFORM_LINUX")