9 #include <OpenGL/glew.h>
11 #include <GLUT/glut.h>
13 #include <glm/glm.hpp>
14 #include <glm/ext.hpp>
15 #include <glm/gtc/type_ptr.hpp>
17 #include "program.hpp"
21 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
27 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
29 std::vector<Skybox> skyboxes;
32 Model *chest, *mirrorCube, *pbr;
34 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.f);
35 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
36 glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
37 float yaw = 1.57, pitch = 0;
44 std::vector<Light> lights = {
45 { glm::vec3(5, 2, -5), glm::vec3(1) },
46 { glm::vec3(0, 2, -5), glm::vec3(1) },
47 { glm::vec3(-5, 2, -5), glm::vec3(1) },
52 bool discoLights = false;
54 int windowWidth = 800, windowHeight = 600;
57 return (float)windowWidth / (float)windowHeight;
61 return glm::perspective(glm::radians(45.f), aspect(), 0.01f, 10000.f);
65 return glm::lookAt(camPos, camPos + camFront, camUp);
68 void setProjectionAndViewUniforms(GLuint progId) {
69 GLuint projLoc = glGetUniformLocation(progId, "projection");
70 glm::mat4 proj = projMat();
71 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
73 GLuint viewLoc = glGetUniformLocation(progId, "view");
74 glm::mat4 view = viewMat();
75 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
77 GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
78 glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
81 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
82 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
83 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
85 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
86 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
88 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
89 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
92 void drawLight(Light &light) {
93 glUseProgram(plainProg->progId);
94 glBindVertexArray(lightVao);
95 setProjectionAndViewUniforms(plainProg->progId);
96 glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
97 model = glm::scale(model, glm::vec3(0.2));
98 GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
99 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
101 GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
102 glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
104 glDrawArrays(GL_TRIANGLES, 0, 36);
109 glClearColor(0.5, 0.5, 0.5, 1);
110 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
111 glViewport(0, 0, windowWidth * 2, windowHeight * 2);
113 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
115 glUseProgram(pbrProg->progId);
116 setProjectionAndViewUniforms(pbrProg->progId);
118 glm::vec3 lightPositions[6], lightColors[6];
119 for (int i = 0; i < 3; i++) {
120 lightPositions[i] = lights[i].pos;
121 lightColors[i] = lights[i].color;
124 for (int i = 3; i < 6; i++) {
126 auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
127 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
128 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
129 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
130 lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
131 lightColors[i] = glm::vec3(0.2);
132 if (i == 3) lightColors[i].x = sin(d);
133 if (i == 4) lightColors[i].y = cos(d * 3);
134 if (i == 5) lightColors[i].z = cos(d);
136 lightPositions[i] = glm::vec3(0);
137 lightColors[i] = glm::vec3(0);
141 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
142 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
144 /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
145 pbr->draw(skyboxes[activeSkybox], d * 1000);
147 for (Light &light: lights) drawLight(light);
150 for (int i = 3; i < 6; i++) {
151 Light l { lightPositions[i], lightColors[i] };
156 skyboxes[activeSkybox].draw(projMat(), viewMat());
161 void setupLightBuffers(GLuint progId) {
162 auto vertices = cube();
163 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
165 glGenVertexArrays(1, &lightVao);
167 glBindVertexArray(lightVao);
168 glGenBuffers(1, &vbo);
169 glBindBuffer(GL_ARRAY_BUFFER, vbo);
170 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
171 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
172 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
173 glEnableVertexAttribArray(posLoc);
174 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
178 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
179 glUseProgram(plainProg->progId);
180 setupLightBuffers(plainProg->progId);
181 plainProg->validate();
183 skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
184 skyboxes.push_back(Skybox(Image("skyboxes/monumentValley/Road_to_MonumentValley_Ref.hdr")));
185 skyboxes.push_back(Skybox(Image("skyboxes/factory/Factory_Catwalk_2k.hdr")));
187 pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
188 glUseProgram(pbrProg->progId);
189 pbr = new Model("models/newtonsCradle.glb", *pbrProg);
191 glEnable(GL_DEPTH_TEST);
192 glEnable(GL_CULL_FACE);
193 // prevent edge artifacts in specular cubemaps
194 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
196 glViewport(0, 0, windowWidth, windowHeight);
199 bool* keyStates = new bool[256];
201 void keyboard(unsigned char key, int x, int y) {
202 keyStates[key] = true;
204 activeSkybox = (activeSkybox + 1) % skyboxes.size();
206 activeLight = (activeLight + 1) % lights.size();
208 discoLights = !discoLights;
211 void keyboardUp(unsigned char key, int x, int y) {
212 keyStates[key] = false;
216 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
230 if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
231 if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
232 if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
233 if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
234 if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
235 if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
237 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
239 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
241 glutTimerFunc(16, timer, 0);
244 int prevMouseX, prevMouseY;
245 bool firstMouse = true;
247 void motion(int x, int y) {
253 int dx = x - prevMouseX, dy = y - prevMouseY;
258 const float sensitivity = 0.005f;
259 yaw += dx * sensitivity;
260 pitch -= dy * sensitivity;
263 front.x = cos(pitch) * cos(yaw);
264 front.y = sin(pitch);
265 front.z = cos(pitch) * sin(yaw);
266 camFront = glm::normalize(front);
268 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
269 camUp = glm::vec3(0, -1, 0);
271 camUp = glm::vec3(0, 1, 0);
275 void mouse(int button, int state, int x, int y) {
276 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
280 void reshape(int newWidth, int newHeight) {
281 windowWidth = newWidth, windowHeight = newHeight;
284 int main(int argc, char** argv) {
285 glutInit(&argc, argv);
286 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
287 glutInitWindowSize(windowWidth, windowHeight);
288 int win = glutCreateWindow("Physically Based Rendering");
289 glutDisplayFunc(display);
290 glutReshapeFunc(reshape);
296 glutKeyboardFunc(keyboard);
297 glutKeyboardUpFunc(keyboardUp);
298 glutTimerFunc(16, timer, 0);
299 glutMotionFunc(motion);
300 glutMouseFunc(mouse);