#include <vector>
#ifdef __APPLE__
#include <GL/glew.h>
+#include "cocoa.h"
#else
#include <OpenGL/glew.h>
#endif
#include "model.hpp"
#include "program.hpp"
#include "skybox.hpp"
+#include "image.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
GLuint lightVao;
-Program *textureProg, *plainProg;
-Skybox *skybox;
+Program *textureProg, *plainProg, *reflectProg, *pbrProg;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
+
+Model *chest, *mirrorCube, *pbr;
+
+glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.f);
glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
float yaw = 1.57, pitch = 0;
-bool doScale, doRotate, doTranslate;
-Model *chest;
-glm::vec3 lightPos(0);
-const int WIDTH = 800, HEIGHT = 600;
-const float ASPECT = (float)WIDTH / (float)HEIGHT;
+struct Light {
+ glm::vec3 pos;
+ glm::vec3 color;
+};
+
+std::vector<Light> lights = {
+ { glm::vec3(5, 2, -5), glm::vec3(1) },
+ { glm::vec3(0, 2, -5), glm::vec3(1) },
+ { glm::vec3(-5, 2, -5), glm::vec3(1) },
+};
+
+int activeLight = 0;
+
+bool discoLights = false;
+
+int windowWidth = 800, windowHeight = 600;
+
+float aspect() {
+ return (float)windowWidth / (float)windowHeight;
+}
glm::mat4 projMat() {
- return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+ return glm::perspective(glm::radians(45.f), aspect(), 0.01f, 10000.f);
}
glm::mat4 viewMat() {
GLuint viewLoc = glGetUniformLocation(progId, "view");
glm::mat4 view = viewMat();
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+
+ GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
+ glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
}
void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
-void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+void drawLight(Light &light) {
glUseProgram(plainProg->progId);
glBindVertexArray(lightVao);
setProjectionAndViewUniforms(plainProg->progId);
- glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
+ glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
model = glm::scale(model, glm::vec3(0.2));
GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
- glm::vec4 color(lightColor);
- glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+ glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void display() {
glClearColor(0.5, 0.5, 0.5, 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
- skybox->draw(projMat(), viewMat());
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- glm::vec4 lightColor(1, 1, 1, 1);
+ glUseProgram(pbrProg->progId);
+ setProjectionAndViewUniforms(pbrProg->progId);
- drawLight(d, lightPos, lightColor);
+ glm::vec3 lightPositions[6], lightColors[6];
+ for (int i = 0; i < 3; i++) {
+ lightPositions[i] = lights[i].pos;
+ lightColors[i] = lights[i].color;
+ }
- glUseProgram(textureProg->progId);
- setProjectionAndViewUniforms(textureProg->progId);
- setLightColorAndPos(textureProg->progId, lightPos, lightColor);
+ for (int i = 3; i < 6; i++) {
+ if (discoLights) {
+ auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
+ lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
+ lightColors[i] = glm::vec3(0.2);
+ if (i == 3) lightColors[i].x = sin(d);
+ if (i == 4) lightColors[i].y = cos(d * 3);
+ if (i == 5) lightColors[i].z = cos(d);
+ } else {
+ lightPositions[i] = glm::vec3(0);
+ lightColors[i] = glm::vec3(0);
+ }
+ }
- Model::Node *top = chest->find("top");
- top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
- top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
- top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
- /* Model::Node *jewels = chest->find("jewels"); */
- /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
+ /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+ pbr->draw(skyboxes[activeSkybox], d * 1000);
- /* Model::Node *lock = chest->find("lock"); */
- /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
- /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
- /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
+ for (Light &light: lights) drawLight(light);
- /* Model::Node *key = chest->find("key"); */
- /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
+ if (discoLights) {
+ for (int i = 3; i < 6; i++) {
+ Light l { lightPositions[i], lightColors[i] };
+ drawLight(l);
+ }
+ }
- /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
- chest->draw();
+ skyboxes[activeSkybox].draw(projMat(), viewMat());
glutSwapBuffers();
}
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
-void validateProgram(GLuint progId) {
- glValidateProgram(progId);
-
- GLint success;
- glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
-}
-
void init() {
plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
glUseProgram(plainProg->progId);
setupLightBuffers(plainProg->progId);
- validateProgram(plainProg->progId);
+ plainProg->validate();
- textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
- glUseProgram(textureProg->progId);
+ skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
+ skyboxes.push_back(Skybox(Image("skyboxes/monumentValley/Road_to_MonumentValley_Ref.hdr")));
+ skyboxes.push_back(Skybox(Image("skyboxes/factory/Factory_Catwalk_2k.hdr")));
- chest = new Model("models/chest.dae", *textureProg);
-
- std::vector<std::string> faces = {
- "models/skybox/right.jpg",
- "models/skybox/left.jpg",
- "models/skybox/top.jpg",
- "models/skybox/bottom.jpg",
- "models/skybox/front.jpg",
- "models/skybox/back.jpg"
- };
- skybox = new Skybox(faces);
+ pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+ glUseProgram(pbrProg->progId);
+ pbr = new Model("models/newtonsCradle.gltf", *pbrProg);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
+ // prevent edge artifacts in specular cubemaps
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
+ glViewport(0, 0, windowWidth, windowHeight);
}
bool* keyStates = new bool[256];
void keyboard(unsigned char key, int x, int y) {
keyStates[key] = true;
if (key == 'z')
- doScale = !doScale;
+ activeSkybox = (activeSkybox + 1) % skyboxes.size();
if (key == 'x')
- doRotate = !doRotate;
+ activeLight = (activeLight + 1) % lights.size();
if (key == 'c')
- doTranslate = !doTranslate;
+ discoLights = !discoLights;
}
void keyboardUp(unsigned char key, int x, int y) {
if (keyStates['e'])
ySpeed = -0.1f;
- if (keyStates['j']) lightPos.z += 0.1f;
- if (keyStates['k']) lightPos.z -= 0.1f;
- if (keyStates['h']) lightPos.x -= 0.1f;
- if (keyStates['l']) lightPos.x += 0.1f;
- if (keyStates['m']) lightPos.y -= 0.1f;
- if (keyStates['n']) lightPos.y += 0.1f;
+ if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
+ if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
+ if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
+ if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
+ if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
+ if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
firstMouse = true;
}
+void reshape(int newWidth, int newHeight) {
+ windowWidth = newWidth, windowHeight = newHeight;
+}
+
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
- glutInitWindowSize(WIDTH, HEIGHT);
- int win = glutCreateWindow("Hello Triangle");
+ glutInitWindowSize(windowWidth, windowHeight);
+ int win = glutCreateWindow("Physically Based Rendering");
+ makeRetina();
glutDisplayFunc(display);
+ glutReshapeFunc(reshape);
glewInit();