676 lines
25 KiB
C
676 lines
25 KiB
C
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// PBR model viewer. Based on Foxotron by @gargaj + cce/Peisik (UNLICENSE).
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// - rlyeh, public domain.
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//
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// @todo: Middle mouse button to pan camera @todo
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#include "fwk.h"
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#if is(tcc) && !is(win32) // @todo: remove this & test on linux
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int log2_64 (uint64_t value) {
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const int tab64[64] = {
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63, 0, 58, 1, 59, 47, 53, 2,
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60, 39, 48, 27, 54, 33, 42, 3,
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61, 51, 37, 40, 49, 18, 28, 20,
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55, 30, 34, 11, 43, 14, 22, 4,
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62, 57, 46, 52, 38, 26, 32, 41,
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50, 36, 17, 19, 29, 10, 13, 21,
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56, 45, 25, 31, 35, 16, 9, 12,
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44, 24, 15, 8, 23, 7, 6, 5};
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value |= value >> 1;
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value |= value >> 2;
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value |= value >> 4;
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value |= value >> 8;
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value |= value >> 16;
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value |= value >> 32;
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return tab64[((uint64_t)((value - (value >> 1))*0x07EDD5E59A4E28C2)) >> 58];
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}
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#define log2 log2_64
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#endif
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// -----------------------------------------------------------------------------
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// textures
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texture_t *LoadTextureRGBA8( const char *pathfile, unsigned flags ) {
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int flags_hdr = strendi(pathfile, ".hdr") ? TEXTURE_FLOAT | TEXTURE_RGBA : 0;
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texture_t t = texture(pathfile, flags | TEXTURE_LINEAR | TEXTURE_MIPMAPS | TEXTURE_REPEAT | flags_hdr);
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if( t.id == texture_checker().id ) {
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return NULL;
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}
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texture_t *tex = CALLOC(1, sizeof(texture_t));
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*tex = t;
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return tex;
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}
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// -----------------------------------------------------------------------------
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// models
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typedef struct Mesh {
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GLuint vao, vbo, ibo;
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int vert_stride;
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void *vert_stream;
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int num_verts, num_tris;
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int material_idx;
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bool transparent;
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vec3 aabb_min, aabb_max;
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} Mesh;
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typedef struct Model {
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array(Mesh) meshes;
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array(pbr_material_t) materials;
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unsigned shader;
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} Model;
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bool ModelLoad( Model *G, const char *_path );
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void ModelDestroy( Model *G );
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void ModelRebind( Model *G, unsigned shader );
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void ModelRender( Model *G, const mat44 _worldRootMatrix );
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void ModelDestroy( Model *G) {
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for( int i = 0, end = array_count(G->materials); i < end; ++i ) {
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pbr_material_destroy(&G->materials[i]);
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}
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array_free(G->materials);
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for( int i = 0, end = array_count(G->meshes); i < end; ++i ) {
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Mesh *it = &G->meshes[i];
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glDeleteBuffers( 1, &it->ibo );
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glDeleteBuffers( 1, &it->vbo );
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glDeleteVertexArrays( 1, &it->vao );
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}
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array_free(G->meshes);
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}
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bool ModelLoad( Model *G, const char *_path ) {
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ModelDestroy(G);
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// -------------------------------------------------------------------------
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Model g = {0};
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*G = g;
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model_t m = model(_path, 0);
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int scn_num_meshes = m.num_meshes;
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int scn_num_materials = array_count(m.materials);
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// -------------------------------------------------------------------------
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for( int i = 0; i < scn_num_materials; i++ ) {
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const char *name = m.materials[i].name;
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PRINTF("Loading material %d/%d: '%s'\n", i + 1, scn_num_materials, name);
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pbr_material_t mt;
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pbr_material(&mt, name);
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array_push(G->materials, mt);
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}
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for( int i = 0; i < scn_num_meshes; i++ ) {
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PRINTF("Loading mesh %d/%d\n", i + 1, scn_num_meshes);
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int verts = m.num_verts;
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int faces = m.num_triangles;
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unsigned material_index = 0; // &m.iqm->meshes[i].material; // aiGetMeshMaterialIndex(scn_mesh[i]);
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bool has_data = verts && faces;
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if( !has_data ) {
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continue;
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}
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PRINTF("Loading mesh v%d/f%d\n", verts, faces);
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Mesh mesh = { 0 };
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mesh.vao = m.vao;
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mesh.vbo = m.vbo;
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mesh.ibo = m.ibo;
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mat44 id; id44(id);
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mesh.aabb_min = model_aabb(m, id).min;
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mesh.aabb_max = model_aabb(m, id).max;
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// p3 n3 t3 b3 u2
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mesh.vert_stride = m.stride;
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mesh.vert_stream = m.verts;
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mesh.num_verts = verts;
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mesh.num_tris = faces;
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mesh.material_idx = material_index;
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// By importing materials before meshes we can investigate whether a mesh is transparent and flag it as such.
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const pbr_material_t* mtl = G->materials ? &G->materials[mesh.material_idx] : NULL;
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mesh.transparent = false;
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if( mtl ) {
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mesh.transparent |= mtl->albedo .texture ? mtl->albedo .texture->transparent : mtl->albedo .color.a < 1.0f;
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mesh.transparent |= mtl->diffuse.texture ? mtl->diffuse.texture->transparent : mtl->diffuse.color.a < 1.0f;
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}
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array_push(G->meshes, mesh);
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}
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#if 0
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G->mGlobalAmbient = vec4( 0.3,0.3,0.3,0.3 );
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int scn_num_lights = 0;
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for( int i = 0; i < scn_num_lights; i++ ) {
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PRINTF("Loading light %d/%d\n", i + 1, scn_num_lights);
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vec4 *color = aiGetLightColor(scn_light[i]);
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char *type = aiGetLightType(scn_light[i]);
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if( 0 == strcmp(type, "AMBIENT") ) {
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memcpy( &G->mGlobalAmbient, &color->r, sizeof( float ) * 4 );
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} else {
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// @todo
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}
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}
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#endif
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return true;
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}
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void ModelRender( Model *G, const mat44 _worldRootMatrix ) {
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unsigned _shader = G->shader;
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shader_bind( _shader );
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shader_vec4("global_ambient", vec4(1,1,1,1)); // unused
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// loop thrice: first opaque, then transparent backface, then transparent frontface
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for(int j = 0; j < 3; ++j) {
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bool bTransparentPass = j > 0;
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if(bTransparentPass) {
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glCullFace( j == 1 ? GL_FRONT : GL_BACK ); // glDepthMask( GL_FALSE);
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}
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mat44 mat_world; copy44(mat_world, _worldRootMatrix); // @fixme mMatrices[ node.mID ] * _worldRootMatrix
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shader_mat44( "mat_world", mat_world );
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for( int i = 0, end = array_count(G->meshes); i < end; i++ ) {
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const Mesh *mesh = &G->meshes[ i ];
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// Postpone rendering transparent meshes
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if(mesh->transparent != bTransparentPass)
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continue;
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const pbr_material_t *material = &G->materials[ mesh->material_idx ];
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shader_colormap( "map_diffuse", material->diffuse );
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shader_colormap( "map_normals", material->normals );
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shader_colormap( "map_specular", material->specular );
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shader_colormap( "map_albedo", material->albedo );
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shader_colormap( "map_roughness", material->roughness );
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shader_colormap( "map_metallic", material->metallic );
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shader_colormap( "map_ao", material->ao );
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shader_colormap( "map_ambient", material->ambient );
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shader_colormap( "map_emissive", material->emissive );
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shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
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shader_vec2( "resolution", vec2(window_width(),window_height()));
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glActiveTexture(GL_TEXTURE0); // be nice to Mesa before rendering
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glBindVertexArray( mesh->vao );
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glDrawElements( GL_TRIANGLES, mesh->num_tris * 3, GL_UNSIGNED_INT, NULL );
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}
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if(bTransparentPass) {
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glDisable( GL_BLEND );
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// glDepthMask( GL_TRUE );
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}
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}
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//glBindVertexArray( 0 );
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//glUseProgram( 0 );
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}
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static
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void G_SetupVertexArray( unsigned _shader, const char *name, int stride, int num_floats, int *offset, int opt_location ) {
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int location = opt_location >= 0 ? opt_location : glGetAttribLocation( _shader, name );
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if( location >= 0 ) {
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glVertexAttribPointer( location, num_floats, GL_FLOAT, GL_FALSE, stride, (GLvoid *)(uintptr_t)(*offset) );
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glEnableVertexAttribArray( location );
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}
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*offset += num_floats * sizeof( GLfloat );
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}
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void ModelRebind( Model *G, unsigned _shader ) {
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shader_bind(_shader);
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if(_shader == G->shader) return;
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G->shader = _shader;
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for( int i = 0, end = array_count(G->meshes); i < end; i++ ) {
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const Mesh *mesh = &G->meshes[ i ];
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glBindVertexArray( mesh->vao );
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glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ibo );
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glDisableVertexAttribArray( 0 );
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glDisableVertexAttribArray( 1 );
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glDisableVertexAttribArray( 2 );
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glDisableVertexAttribArray( 3 );
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glDisableVertexAttribArray( 4 );
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glDisableVertexAttribArray( 5 );
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glDisableVertexAttribArray( 6 );
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glDisableVertexAttribArray( 7 );
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int offset = 0, stride = mesh->vert_stride;
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G_SetupVertexArray( _shader, "in_pos", stride, 3, &offset, -1/*0*/ );
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G_SetupVertexArray( _shader, "in_texcoord", stride, 2, &offset, -1/*1*/ );
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G_SetupVertexArray( _shader, "in_normal", stride, 3, &offset, -1/*2*/ );
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G_SetupVertexArray( _shader, "in_tangent", stride, 4, &offset, -1/*3*/ );
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//glBindVertexArray( 0 );
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}
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}
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// -----------------------------------------------------------------------------
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// skyboxes
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// Extracts single key value from an HDRLabs IBL file. Returns an empty string on error.
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static const char *ibl_readkey( const char* pathfile, const char* key ) {
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char *data = vfs_read(pathfile);
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if( data ) {
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const char *found = strstr(data, va("%s=", key));
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if( found ) return found + strlen(key) + 1;
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found = strstr(data, va("%s =", key));
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if( found ) return found + strlen(key) + 2;
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}
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return "";
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}
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typedef struct Skybox {
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vec3 sunColor; float sunYaw, sunPitch; // ibl settings
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texture_t *reflection; // reflection map (hdr)
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texture_t *env; // irradiance map (env)
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} Skybox;
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Skybox g_skybox = { {1,1,1} };
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void SkyboxDestroy( Skybox *s ) {
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if( s->reflection ) texture_destroy( s->reflection );
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if( s->env ) texture_destroy( s->env );
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*s = (Skybox){0};
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}
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bool SkyboxLoad( Skybox *s, const char **slots ) { // hdr,env,ibl
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SkyboxDestroy( s );
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const char* reflectionPath = slots[0];
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const char* envPath = slots[1];
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const char* iblPath = slots[2];
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// unsigned invalid = texture_checker().id;
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// Reflection map
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if( reflectionPath ) {
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if( (s->reflection = LoadTextureRGBA8( reflectionPath, TEXTURE_SRGB )) != NULL ) {
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glBindTexture( GL_TEXTURE_2D, s->reflection->id );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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}
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// Irradiance map
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if( envPath ) {
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if( (s->env = LoadTextureRGBA8( envPath, TEXTURE_SRGB )) != NULL ) {
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glBindTexture( GL_TEXTURE_2D, s->env->id );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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}
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// Sun color & direction from .ibl file
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s->sunColor = vec3(1,1,1);
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s->sunYaw = 0, s->sunPitch = 0;
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if( iblPath ) {
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vec3 sc; if( 3 == sscanf(ibl_readkey(iblPath, "SUNcolor"), "%f,%f,%f", &sc.x, &sc.y, &sc.z) ) {
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s->sunColor = scale3(sc, 1/255.f);
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}
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vec2 uv = vec2(atof(ibl_readkey(iblPath, "SUNu")), atof(ibl_readkey(iblPath, "SUNv")));
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if( len2(uv) > 0 ) {
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s->sunYaw = C_PI * (-2. * uv.x + 0.5f);
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s->sunPitch = (0.5f - uv.y) * C_PI;
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}
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}
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return s->reflection && s->env;
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}
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// -----------------------------------------------------------------------------
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// main
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const char *shader_names[] = {"Physically Based", "Basic SpecGloss" };
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const char *shaders[][2] = { // name, vs, fs
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{ "Shaders/pbr.vs", "Shaders/pbr.fs" },
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{ "Shaders/basic_specgloss.vs", "Shaders/basic_specgloss.fs" }
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};
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const char *skyboxes[][3] = { // reflection, env, metadata
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{"hdr/Tokyo_BigSight_1k.hdr","hdr/Tokyo_BigSight_Env.hdr","hdr/Tokyo_BigSight.ibl"},
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{"hdr/GCanyon_C_YumaPoint_1k.hdr","hdr/GCanyon_C_YumaPoint_Env.hdr","hdr/GCanyon_C_YumaPoint.ibl"},
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{"hdr/Factory_Catwalk_1k.hdr","hdr/Factory_Catwalk_Env.hdr","hdr/Factory_Catwalk.ibl"},
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{"hdr/MonValley_G_DirtRoad_1k.hdr","hdr/MonValley_G_DirtRoad_Env.hdr","hdr/MonValley_G_DirtRoad.ibl"},
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{"hdr/Shiodome_Stairs_1k.hdr","hdr/Shiodome_Stairs_Env.hdr","hdr/Shiodome_Stairs.ibl"},
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};
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Model gModel;
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unsigned gShader = ~0u;
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unsigned gShaderConfig = ~0u;
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bool LoadShaderConfig( int slot ) { // name,vs,fs
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unsigned newShader = shader( vfs_read(shaders[slot][0]), vfs_read(shaders[slot][1]), NULL, NULL );
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if( newShader == ~0u ) return false;
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shader_destroy( gShader );
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gShaderConfig = slot;
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gShader = newShader;
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return true;
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}
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void camera_fit(camera_t *cam) {
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vec3 target = scale3( add3( gModel.meshes[0].aabb_min, gModel.meshes[0].aabb_max ), 0.5f);
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float distance = len3( sub3( gModel.meshes[0].aabb_max, gModel.meshes[0].aabb_min ) ) * 0.85f;
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cam->position = add3(target, scale3(norm3(sub3(cam->position,target)), distance));
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camera_lookat(cam, vec3(0,0,0));
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}
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int main( int argc, const char *argv[] ) {
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window_create( 75, WINDOW_MSAA2 );
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window_title(__FILE__);
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// load all fx files in all subdirs
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fx_load("fx**.fs");
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if( !LoadShaderConfig( 0 ) ) {
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return -4;
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}
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|
||
|
brdf_lut();
|
||
|
|
||
|
// -------------------------------------------------------------------------
|
||
|
// Mainloop
|
||
|
float model_yaw = 0, model_pitch = 0;
|
||
|
float lightYaw = 0.0f;
|
||
|
float lightPitch = 0.0f;
|
||
|
vec4 skyBackgroundColor = vec4(0.01,0.01,0.02,1); // vec4(1,0,0,1);
|
||
|
float skyExposure = 1.0; // plain 'exposure' instead? this is camera related
|
||
|
float skyBlur = 0.00; // 0.00
|
||
|
float skyOpacity = 0.99; // 0.99
|
||
|
bool do_wireframe = false;
|
||
|
bool do_xzySpace = true; // xzySpace or xyzSpace
|
||
|
bool do_flipY = false;
|
||
|
const mat44 xzyMatrix = {
|
||
|
1, 0, 0, 0,
|
||
|
0, 0, 1, 0,
|
||
|
0,+1, 0, 0,
|
||
|
0, 0, 0, 1 };
|
||
|
|
||
|
camera_t cam = camera(); cam.speed = 0.1;
|
||
|
|
||
|
int firstskyboxes = 0; // 0: tokyo_bigsight
|
||
|
SkyboxLoad( &g_skybox, &skyboxes[firstskyboxes][0] );
|
||
|
lightYaw = g_skybox.sunYaw;
|
||
|
lightPitch = g_skybox.sunPitch;
|
||
|
|
||
|
unsigned skysphereShader = shader( vfs_read("Skyboxes/skysphere.vs"), vfs_read("Skyboxes/skysphere.fs"), NULL, NULL );
|
||
|
Model skysphere = { 0 }; ModelLoad(&skysphere, "Skyboxes/skysphere.fbx"); ModelRebind(&skysphere, skysphereShader);
|
||
|
|
||
|
if( ModelLoad( &gModel, argc > 1 && argv[1][0] != '-' ? argv[ 1 ] : "damagedhelmet.gltf" ) ) {
|
||
|
ModelRebind( &gModel, gShader );
|
||
|
}
|
||
|
|
||
|
cam.position = vec3(+1,0,+1);
|
||
|
camera_fit(&cam);
|
||
|
|
||
|
static mat44 worldRootXYZ; do_once id44(worldRootXYZ); // mat44( 1.0f );
|
||
|
|
||
|
while( window_swap() && !input(KEY_ESC) ) {
|
||
|
|
||
|
if( input(KEY_F5) ) window_reload();
|
||
|
if( input_down( KEY_F ) ) camera_fit(&cam);
|
||
|
|
||
|
// ---------------------------------------------------------------------
|
||
|
|
||
|
static int fps_mode;
|
||
|
if(input_down(KEY_TAB)) { fps_mode ^= 1; camera_fit(&cam); }
|
||
|
if(fps_mode) {
|
||
|
// fps camera
|
||
|
bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
|
||
|
window_cursor( !active );
|
||
|
if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
|
||
|
vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
|
||
|
vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed);
|
||
|
camera_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z);
|
||
|
camera_fps(&cam, mouse.x,mouse.y);
|
||
|
} else {
|
||
|
// orbit camera
|
||
|
window_cursor( true );
|
||
|
bool active = !ui_active() && !ui_hover() && !gizmo_active();
|
||
|
vec2 inc_mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active * input(MOUSE_L));
|
||
|
float inc_distance = -0.2f * active * input_diff(MOUSE_W);
|
||
|
camera_orbit(&cam, inc_mouse.x, inc_mouse.y, inc_distance);
|
||
|
// rotate model
|
||
|
model_yaw -= input_diff(MOUSE_X) * 0.2f * active * input(MOUSE_R);
|
||
|
model_pitch += input_diff(MOUSE_Y) * 0.2f * active * input(MOUSE_R);
|
||
|
}
|
||
|
|
||
|
// ---------------------------------------------------------------------
|
||
|
|
||
|
glClearColor( skyBackgroundColor.r, skyBackgroundColor.g, skyBackgroundColor.b, skyBackgroundColor.a );
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
glFrontFace(GL_CCW);
|
||
|
|
||
|
// ---------------------------------------------------------------------
|
||
|
// Mesh state
|
||
|
|
||
|
fx_begin();
|
||
|
|
||
|
profile("PBR Model (bindings)") {
|
||
|
ModelRebind( &gModel, gShader );
|
||
|
|
||
|
shader_mat44( "mat_projection", cam.proj );
|
||
|
|
||
|
//cameraPosition = scale3(cameraPosition, gCameraDistance);
|
||
|
shader_vec3( "camera_position", cam.position );
|
||
|
|
||
|
vec3 lightDirection = vec3( 0, 0, 1 );
|
||
|
lightDirection = rotatex3( lightDirection, deg(lightPitch) );
|
||
|
lightDirection = rotatey3( lightDirection, deg(lightYaw) );
|
||
|
|
||
|
vec3 fillLightDirection = vec3( 0, 0, 1 );
|
||
|
fillLightDirection = rotatex3( fillLightDirection, deg(lightPitch - 0.4f) );
|
||
|
fillLightDirection = rotatey3( fillLightDirection, deg(lightYaw + 0.8f) );
|
||
|
|
||
|
shader_vec3( "lights[0].direction", lightDirection );
|
||
|
shader_vec3( "lights[0].color", g_skybox.sunColor );
|
||
|
shader_vec3( "lights[1].direction", fillLightDirection );
|
||
|
shader_vec3( "lights[1].color", vec3( 0.5f, 0.5f, 0.5f ) );
|
||
|
shader_vec3( "lights[2].direction", neg3(fillLightDirection) );
|
||
|
shader_vec3( "lights[2].color", vec3( 0.25f, 0.25f, 0.25f ) );
|
||
|
|
||
|
shader_float( "skysphere_rotation", lightYaw - g_skybox.sunYaw );
|
||
|
|
||
|
mat44 viewMatrix, inv_viewMatrix;
|
||
|
copy44(viewMatrix, cam.view);
|
||
|
invert44( inv_viewMatrix, viewMatrix);
|
||
|
shader_mat44( "mat_view", viewMatrix );
|
||
|
shader_mat44( "mat_view_inverse", inv_viewMatrix );
|
||
|
|
||
|
shader_bool( "has_tex_skysphere", g_skybox.reflection != NULL );
|
||
|
shader_bool( "has_tex_skyenv", g_skybox.env != NULL );
|
||
|
if( g_skybox.reflection ) {
|
||
|
float mipCount = floor( log2( g_skybox.reflection->h ) );
|
||
|
shader_texture( "tex_skysphere", *g_skybox.reflection );
|
||
|
shader_float( "skysphere_mip_count", mipCount );
|
||
|
}
|
||
|
if( g_skybox.env ) {
|
||
|
shader_texture( "tex_skyenv", *g_skybox.env );
|
||
|
}
|
||
|
shader_texture( "tex_brdf_lut", brdf_lut() );
|
||
|
shader_float( "exposure", skyExposure );
|
||
|
shader_uint( "frame_count", (unsigned)window_frame() );
|
||
|
}
|
||
|
|
||
|
// ---------------------------------------------------------------------
|
||
|
// Mesh render
|
||
|
|
||
|
mat44 M;
|
||
|
copy44( M, do_xzySpace ? xzyMatrix : worldRootXYZ );
|
||
|
if( do_flipY ) scale44( M, 1,-1,1 );
|
||
|
rotate44( M, model_yaw, 0,0,1 );
|
||
|
rotate44( M, model_pitch, 1,0,0 );
|
||
|
|
||
|
profile("PBR Model (render)") {
|
||
|
ModelRender( &gModel, M );
|
||
|
}
|
||
|
|
||
|
profile("PBR Model (wireframe)") {
|
||
|
if( do_wireframe ) {
|
||
|
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
||
|
glDepthFunc( GL_LEQUAL );
|
||
|
|
||
|
shader_float("exposure", 100.0f );
|
||
|
ModelRender( &gModel, M );
|
||
|
|
||
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
||
|
glDepthFunc( GL_LESS );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ---------------------------------------------------------------------
|
||
|
// Skysphere render
|
||
|
|
||
|
profile("PBR Skybox") {
|
||
|
ModelRebind(&skysphere, skysphereShader );
|
||
|
|
||
|
mat44 projview; multiply44x2(projview, cam.proj, cam.view);
|
||
|
shader_mat44( "mat_mvp", projview );
|
||
|
|
||
|
shader_bool( "has_tex_skysphere", g_skybox.reflection != NULL );
|
||
|
shader_bool( "has_tex_skyenv", g_skybox.env != NULL );
|
||
|
|
||
|
if( g_skybox.reflection ) {
|
||
|
const float mipCount = floor( log2( g_skybox.reflection->h ) );
|
||
|
shader_texture( "tex_skysphere", *g_skybox.reflection );
|
||
|
shader_float( "skysphere_mip_count", mipCount );
|
||
|
}
|
||
|
|
||
|
if( g_skybox.env ) {
|
||
|
shader_texture( "tex_skyenv", *g_skybox.env );
|
||
|
}
|
||
|
|
||
|
shader_vec4( "background_color", skyBackgroundColor );
|
||
|
shader_float( "skysphere_blur", skyBlur );
|
||
|
shader_float( "skysphere_opacity", skyOpacity );
|
||
|
shader_float( "skysphere_rotation", lightYaw - g_skybox.sunYaw );
|
||
|
shader_float( "exposure", skyExposure );
|
||
|
shader_uint( "frame_count", (unsigned)window_frame() );
|
||
|
|
||
|
glDepthFunc( GL_LEQUAL );
|
||
|
ModelRender(&skysphere, worldRootXYZ );
|
||
|
glDepthFunc( GL_LESS );
|
||
|
}
|
||
|
|
||
|
fx_end();
|
||
|
|
||
|
// ---------------------------------------------------------------------
|
||
|
// UI
|
||
|
|
||
|
if( ui_panel( "Viewer", 0 ) ) {
|
||
|
ui_bool( "Wireframe", &do_wireframe );
|
||
|
ui_separator();
|
||
|
|
||
|
if( ui_radio("Shader config:", shader_names, countof(shader_names), &gShaderConfig) ) {
|
||
|
LoadShaderConfig( gShaderConfig );
|
||
|
ModelRebind(&gModel, gShader );
|
||
|
}
|
||
|
|
||
|
ui_separator();
|
||
|
for( int i = 0; i < countof(skyboxes); i++ ) {
|
||
|
const char *filename = skyboxes[i][0];
|
||
|
bool selected = !strcmp(g_skybox.reflection->filename, file_name(filename));
|
||
|
if( ui_bool( filename, &selected ) ) {
|
||
|
SkyboxLoad( &g_skybox, &skyboxes[i][0] );
|
||
|
lightYaw = g_skybox.sunYaw;
|
||
|
lightPitch = g_skybox.sunPitch;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ui_separator();
|
||
|
ui_float( "Sky exposure", &skyExposure); skyExposure = clampf(skyExposure, 0.1f, 4.0f );
|
||
|
ui_float( "Sky blur", &skyBlur); skyBlur = clampf(skyBlur, 0.0f, 1.0f );
|
||
|
ui_float( "Sky opacity", &skyOpacity); skyOpacity = clampf(skyOpacity, 0.0f, 1.0f );
|
||
|
ui_color4f( "Sky background", (float *) &skyBackgroundColor.x );
|
||
|
|
||
|
ui_separator();
|
||
|
ui_float( "SunLight Yaw", &lightYaw );
|
||
|
ui_float( "SunLight Pitch", &lightPitch );
|
||
|
|
||
|
ui_panel_end();
|
||
|
}
|
||
|
|
||
|
if( ui_panel( "Model", 0 ) ) {
|
||
|
ui_label(va("Material count: %d", array_count(gModel.materials)));
|
||
|
ui_label(va("Mesh count: %d", array_count(gModel.meshes)));
|
||
|
int triCount = 0; for( int i = 0, end = array_count(gModel.meshes); i < end; ++i ) triCount += gModel.meshes[i].num_tris;
|
||
|
ui_label(va("Triangle count: %d", triCount));
|
||
|
ui_separator();
|
||
|
|
||
|
bool xyzSpace = !do_xzySpace;
|
||
|
if( ui_bool( "XYZ space", &xyzSpace ) ) {
|
||
|
do_xzySpace = !do_xzySpace;
|
||
|
}
|
||
|
ui_bool( "XZY space", &do_xzySpace );
|
||
|
ui_bool( "invert Y", &do_flipY );
|
||
|
|
||
|
ui_separator();
|
||
|
for( int i = 0, end = array_count(gModel.materials); i < end; ++i ) {
|
||
|
pbr_material_t *it = &gModel.materials[i];
|
||
|
ui_label(va("Name: %s", it->name));
|
||
|
ui_float( "Specular shininess", &it->specular_shininess );
|
||
|
ui_separator(); if(ui_colormap( "Albedo", &it->albedo )) colormap(&it->albedo , dialog_load(), 1);
|
||
|
ui_separator(); if(ui_colormap( "Ambient", &it->ambient )) colormap(&it->ambient , dialog_load(), 0);
|
||
|
ui_separator(); if(ui_colormap( "AO", &it->ao )) colormap(&it->ao , dialog_load(), 0);
|
||
|
ui_separator(); if(ui_colormap( "Diffuse", &it->diffuse )) colormap(&it->diffuse , dialog_load(), 1);
|
||
|
ui_separator(); if(ui_colormap( "Emissive", &it->emissive )) colormap(&it->emissive , dialog_load(), 1);
|
||
|
ui_separator(); if(ui_colormap( "Metallic", &it->metallic )) colormap(&it->metallic , dialog_load(), 0);
|
||
|
ui_separator(); if(ui_colormap( "Normal", &it->normals )) colormap(&it->normals , dialog_load(), 0);
|
||
|
ui_separator(); if(ui_colormap( "Roughness", &it->roughness )) colormap(&it->roughness, dialog_load(), 0);
|
||
|
ui_separator(); if(ui_colormap( "Specular", &it->specular )) colormap(&it->specular , dialog_load(), 0);
|
||
|
}
|
||
|
|
||
|
ui_panel_end();
|
||
|
}
|
||
|
|
||
|
if( ui_panel("FX", 0) ) {
|
||
|
for( int i = 0; i < 64; ++i ) {
|
||
|
char *name = fx_name(i); if( !name ) break;
|
||
|
bool b = fx_enabled(i);
|
||
|
if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1);
|
||
|
}
|
||
|
ui_panel_end();
|
||
|
}
|
||
|
|
||
|
if( ui_panel("Help", 0)) {
|
||
|
if( fps_mode ) {
|
||
|
ui_label("TAB: switch to Orbit camera mode");
|
||
|
ui_label("WASD,QEC: move camera");
|
||
|
ui_label("Drag + Mouse Button: camera freelook");
|
||
|
} else {
|
||
|
ui_label("TAB: switch to FPS camera mode");
|
||
|
ui_label("Drag + Left Mouse Button: orbit camera");
|
||
|
ui_label("Drag + Right Mouse Button: rotate model");
|
||
|
ui_label("Mouse wheel: camera distance");
|
||
|
}
|
||
|
ui_label("F: center view");
|
||
|
ui_panel_end();
|
||
|
}
|
||
|
}
|
||
|
}
|