c65e8d249e74f101f31f3ee3b2db817fb609304f
[opengl.git] / main.cpp
1 #include <stdio.h>
2 #include <stdlib.h>
3 #include <iostream>
4 #include <array>
5 #include <vector>
6 #ifdef __APPLE__
7 #include <GL/glew.h>
8 #else
9 #include <OpenGL/glew.h>
10 #endif
11 #include <GLUT/glut.h>
12 #include "shapes.hpp"
13 #include <glm/glm.hpp>
14 #include <glm/ext.hpp>
15 #include <glm/gtc/type_ptr.hpp>
16 #include <assimp/Importer.hpp>
17 #include <assimp/scene.h>
18 #include <assimp/postprocess.h>
19 #include "model.hpp"
20 #include "program.hpp"
21 #include "skybox.hpp"
22 #include "image.hpp"
23 #include "util.hpp"
24 #include "ik.hpp"
25
26 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
27
28 using namespace std;
29
30 GLuint lightVao;
31
32 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
33
34 std::vector<Skybox> skyboxes;
35 int activeSkybox = 0;
36
37 Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
38 Model *sceneModel;
39
40 glm::vec3 camPos = {0, 0, -5}, camFront = {0, 0, 1}, camUp = {0, 1, 0};
41 float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
42 float yaw = 1.57, pitch = 0;
43
44 struct Light {
45         glm::mat4 trans;
46         glm::vec3 color;
47 };
48
49 std::vector<Light> lights;
50
51 bool discoLights = false;
52
53 int windowWidth = 800, windowHeight = 600;
54
55 float aspect() {
56         return (float)windowWidth / (float)windowHeight;
57 }       
58
59 glm::mat4 projMat() {
60         return glm::perspective(fov, aspect(), znear, zfar);
61 }
62
63 glm::mat4 viewMat() {
64         return glm::lookAt(camPos, camPos + camFront, camUp);
65 }
66
67 void setProjectionAndViewUniforms(GLuint progId) {
68         GLuint projLoc = glGetUniformLocation(progId, "projection");
69         glm::mat4 proj = projMat();
70         glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
71
72         GLuint viewLoc = glGetUniformLocation(progId, "view");
73         glm::mat4 view = viewMat();
74         glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
75
76         GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
77         glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
78 }
79
80 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
81         GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
82         glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
83
84         GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
85         glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
86
87         GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
88         glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
89 }
90
91 void drawLight(Light &light) {
92         glUseProgram(plainProg->progId);
93         glBindVertexArray(lightVao);
94         setProjectionAndViewUniforms(plainProg->progId);
95         glm::mat4 model = glm::scale(light.trans, glm::vec3(0.2));
96         GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
97         glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
98
99         GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
100         glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
101                 
102         glDrawArrays(GL_TRIANGLES, 0, 36);
103 }
104
105 int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
106         if (strcmp(n->mName.data, name.data) == 0) {
107                 *dest = aiMatrixToMat4(n->mTransformation);
108                 return 0;
109         }
110         for (int i = 0; i < n->mNumChildren; i++) {
111                 if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
112                         glm::mat4 t = aiMatrixToMat4(n->mTransformation);
113                         *dest = t * *dest;
114                         return 0;
115                 }
116         }
117         return 1;
118 }
119
120 glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
121         aiNode *parent = node;
122         glm::mat4 res = m;
123         std::vector<glm::mat4> trans;
124         while (parent != nullptr) {
125                 /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
126                 trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
127                 parent = parent->mParent;
128         }
129         while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
130         return res;
131 }
132
133 void display() {
134         glClearColor(0.5, 0.5, 0.5, 1);
135         glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
136         glViewport(0, 0, windowWidth * 2, windowHeight * 2);
137
138         float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
139
140         glUseProgram(getUtilProg()->progId);
141         setProjectionAndViewUniforms(getUtilProg()->progId);
142
143         glUseProgram(pbrProg->progId);
144         setProjectionAndViewUniforms(pbrProg->progId);
145
146         size_t numLights = lights.size() + (discoLights ? 3 : 0);
147         glm::vec3 lightPositions[numLights], lightColors[numLights];
148         for (int i = 0; i < lights.size(); i++) {
149                 lightPositions[i] = glm::vec3(lights[i].trans[3]);
150                 lightColors[i] = lights[i].color;
151         }
152
153         if (discoLights) {
154                 for (int i = numLights - 3; i < numLights; i++) {
155                         auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
156                         m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
157                         m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
158                         m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
159                         lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
160                         lightColors[i] = glm::vec3(0.2);
161                         if (i % 3 == 0) lightColors[i].x = sin(d);
162                         if (i % 3 == 1) lightColors[i].y = cos(d * 3);
163                         if (i % 3 == 2) lightColors[i].z = cos(d);
164                 }
165         }
166
167         glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights);
168         glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
169         glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
170
171         glm::vec3 targetPos(sin(d) * 2 - 2, 2, 0);
172         Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1}  };
173         drawLight(targetLight);
174         inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), targetPos);
175
176         /* std::array<glm::vec3, 3> jointPositions; std::array<float, 2> jointDistances; */
177
178         /* std::array<std::string, 3> jointNames = { "Bottom Bone", "Middle Bone", "Top Bone" }; */
179         /* for (int i = 0; i < 3; i++) { */
180         /*      glm::mat4 trans; */
181         /*      findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), &trans); */
182         /*      jointPositions[i] = glm::vec3(trans[3]); */
183
184         /*      if (i > 0) */
185         /*              jointDistances[i - 1] = glm::distance(jointPositions[i], jointPositions[i - 1]); */
186         /* } */
187
188         /* glm::vec3 targetPos(sin(d * 10.f), cos(d * 10.f), 0); */
189         /* auto newPositions = fabrik(targetPos, jointPositions, jointDistances); */
190
191         /* for (int i = 0; i < 3; i++) { */
192         /*      glm::mat4 absTrans(1); */
193         /*      findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), */
194         /*                      &absTrans); */
195         /*      glm::mat4 newAbsTrans = absTrans; */
196         /*      newAbsTrans[3] = glm::vec4(newPositions[i], newAbsTrans[3][3]); */
197
198         /*      auto node = sceneModel->getRoot()->ai.FindNode(jointNames[i].c_str()); */
199
200         /*      auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */
201
202         /*      node->mTransformation = mat4ToaiMatrix(newTrans); */
203         /* } */
204         /* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */
205         /* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */
206
207         sceneModel->draw(skyboxes[activeSkybox], d * 1000);
208
209         for (Light &light: lights) drawLight(light);
210
211         // TODO: restore
212         /* if (discoLights) { */
213         /*      for (int i = numLights - 3; i < numLights; i++) { */
214         /*              Light l = { lightPositions[i], lightColors[i] }; */
215         /*              drawLight(l); */
216         /*      } */
217         /* } */
218
219         skyboxes[activeSkybox].draw(projMat(), viewMat());
220
221         glutSwapBuffers();
222 }
223
224 void setupLightBuffers(GLuint progId) {
225         auto vertices = cube();
226         GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
227
228         glGenVertexArrays(1, &lightVao);
229         GLuint vbo;
230         glBindVertexArray(lightVao);
231         glGenBuffers(1, &vbo);
232         glBindBuffer(GL_ARRAY_BUFFER, vbo);
233         glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
234         glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
235         GLuint posLoc = glGetAttribLocation(progId, "vPosition");
236         glEnableVertexAttribArray(posLoc);
237         glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
238 }
239
240
241 void init() {
242         initUtilProg();
243
244         plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
245         glUseProgram(plainProg->progId);
246         setupLightBuffers(plainProg->progId);
247         plainProg->validate();
248
249         skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
250         skyboxes.push_back(Skybox(Image("skyboxes/wooden_lounge_8k.hdr")));
251         skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr")));
252         skyboxes.push_back(Skybox(Image("skyboxes/pink_sunrise_8k.hdr")));
253
254         pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
255         glUseProgram(pbrProg->progId);
256
257         const std::string scenePath = "models/ik.glb";
258         const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
259         if (!scene) {
260                 std::cerr << importer.GetErrorString() << std::endl;
261                 exit(1);
262         }
263
264         if (scene->mNumCameras > 0) {
265                 aiCamera *cam = scene->mCameras[0];
266                 glm::mat4 camTrans;
267                 if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0)
268                         abort(); // there must be a node with the same name as camera
269
270                 camPos = { camTrans[3][0], camTrans[3][1], camTrans[3][2] };
271
272                 glm::vec3 camLookAt = glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z);
273                 camFront = camLookAt - camPos;
274
275                 camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z);
276                 
277                 fov = cam->mHorizontalFOV;
278                 // TODO: aspectRatio = cam->mAspect;
279                 znear = cam->mClipPlaneNear;
280                 zfar = cam->mClipPlaneFar;
281         }
282
283         for (int i = 0; i < scene->mNumLights; i++) {
284                 aiLight *light = scene->mLights[i];
285                 glm::mat4 trans; findNodeTrans(scene->mRootNode, light->mName, &trans);
286                 glm::vec3 col = { light->mColorAmbient.r, light->mColorAmbient.g, light->mColorAmbient.b };
287                 Light l = { trans, col };
288                 lights.push_back(l);
289         }
290
291         sceneModel = new Model(scene, *pbrProg);
292
293         glEnable(GL_DEPTH_TEST); 
294         glEnable(GL_CULL_FACE); 
295         // prevent edge artifacts in specular cubemaps
296         glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
297
298         glViewport(0, 0, windowWidth, windowHeight);
299 }
300
301 bool keyStates[256] = {false};
302
303 void keyboard(unsigned char key, int x, int y) {
304         keyStates[key] = true;
305         if (key == 'z')
306                 activeSkybox = (activeSkybox + 1) % skyboxes.size();
307         if (key == 'c')
308                 discoLights = !discoLights;
309 }
310
311 void keyboardUp(unsigned char key, int x, int y) {
312         keyStates[key] = false;
313 }
314
315 #define ENABLE_MOVEMENT
316
317 void timer(int _) {
318 #ifdef ENABLE_MOVEMENT
319         float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
320
321 #pragma clang diagnostic push
322 #pragma clang diagnostic ignored "-Wchar-subscripts"
323         if (keyStates['w'])
324                 zSpeed = 0.1f;
325         if (keyStates['s'])
326                 zSpeed = -0.1f;
327         if (keyStates['a'])
328                 xSpeed = 0.1f;
329         if (keyStates['d'])
330                 xSpeed = -0.1f;
331         if (keyStates['q'])
332                 ySpeed = 0.1f;
333         if (keyStates['e'])
334                 ySpeed = -0.1f;
335 #pragma clang diagnostic pop
336
337         camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
338         camPos.y += ySpeed;
339         camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
340 #endif
341         glutPostRedisplay();
342         glutTimerFunc(16, timer, 0);
343 }
344
345 int prevMouseX, prevMouseY;
346 bool firstMouse = true;
347
348 void motion(int x, int y) {
349 #ifdef ENABLE_MOVEMENT
350         if (firstMouse) {
351                 prevMouseX = x;
352                 prevMouseY = y;
353                 firstMouse = false;
354         }
355         int dx = x - prevMouseX, dy = y - prevMouseY;
356
357         prevMouseX = x;
358         prevMouseY = y;
359
360         const float sensitivity = 0.005f;
361         yaw += dx * sensitivity;
362         pitch -= dy * sensitivity;
363
364         glm::vec3 front;
365         front.x = cos(pitch) * cos(yaw);
366         front.y = sin(pitch);
367         front.z = cos(pitch) * sin(yaw);
368         camFront = glm::normalize(front);
369
370         if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
371                 camUp = glm::vec3(0, -1, 0);
372         } else {
373                 camUp = glm::vec3(0, 1, 0);
374         }
375 #endif
376 }
377
378 void mouse(int button, int state, int x, int y) {
379         if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
380                 firstMouse = true;
381 }
382
383 void reshape(int newWidth, int newHeight) {
384         windowWidth = newWidth, windowHeight = newHeight;
385 }
386
387 int main(int argc, char** argv) {
388         glutInit(&argc, argv);
389         glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
390         glutInitWindowSize(windowWidth, windowHeight);
391         glutCreateWindow("Physically Based Rendering");
392         glutDisplayFunc(display);
393         glutReshapeFunc(reshape);
394
395         glewInit();
396         
397         init();
398
399         glutKeyboardFunc(keyboard);
400         glutKeyboardUpFunc(keyboardUp);
401         glutTimerFunc(16, timer, 0);
402         glutMotionFunc(motion);
403         glutMouseFunc(mouse);
404
405         glutMainLoop();
406
407         return 0;
408 }
409