Implement IBL diffuse part
[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 "model.hpp"
17 #include "program.hpp"
18 #include "skybox.hpp"
19 #include "image.hpp"
20
21 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
22
23 using namespace std;
24
25 GLuint lightVao;
26
27 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
28 Skybox *skybox;
29 Model *chest, *mirrorCube, *pbr;
30 GLuint albedoMap, metallicMap, roughnessMap, normalMap, aoMap;
31                           
32 glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -5.f);
33 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
34 glm::vec3 camUp    = glm::vec3(0.0f, 1.0f,  0.0f);
35 float yaw = 1.57, pitch = 0;
36 bool doScale, doRotate, doTranslate;
37
38 struct Light {
39         glm::vec3 pos;
40         glm::vec3 color;
41 };
42
43 std::vector<Light> lights = {
44         { glm::vec3(0, 0, 3), glm::vec3(1) },
45         { glm::vec3(0, 3, 0), glm::vec3(1) },
46         { glm::vec3(3, 0, 0), glm::vec3(1) },
47         { glm::vec3(3, 0, 0), glm::vec3(1) }
48 };
49
50 int activeLight = 0;
51
52 const int WIDTH = 800, HEIGHT = 600;
53 const float ASPECT = (float)WIDTH / (float)HEIGHT;
54
55 glm::mat4 projMat() {
56         return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
57 }
58
59 glm::mat4 viewMat() {
60         return glm::lookAt(camPos, camPos + camFront, camUp);
61 }
62
63 void setProjectionAndViewUniforms(GLuint progId) {
64         GLuint projLoc = glGetUniformLocation(progId, "projection");
65         glm::mat4 proj = projMat();
66         glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
67
68         GLuint viewLoc = glGetUniformLocation(progId, "view");
69         glm::mat4 view = viewMat();
70         glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
71
72         GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
73         glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
74 }
75
76 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
77         GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
78         glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
79
80         GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
81         glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
82
83         GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
84         glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
85 }
86
87 void drawLight(Light &light) {
88         glUseProgram(plainProg->progId);
89         glBindVertexArray(lightVao);
90         setProjectionAndViewUniforms(plainProg->progId);
91         glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
92         model = glm::scale(model, glm::vec3(0.2));
93         GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
94         glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
95
96         GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
97         glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
98                 
99         glDrawArrays(GL_TRIANGLES, 0, 36);
100 }
101
102
103 void display() {
104         glClearColor(0.5, 0.5, 0.5, 1);
105         glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
106         float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
107
108         /* glm::vec4 lightColor(1, 1, 1, 1); */
109
110         /* drawLight(d, lightPos, lightColor); */
111
112         /* glUseProgram(textureProg->progId); */
113         /* setProjectionAndViewUniforms(textureProg->progId); */
114         /* setLightColorAndPos(textureProg->progId, lightPos, lightColor); */
115
116         /* Model::Node *top = chest->find("top"); */
117         /* top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); */
118         /* top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); */
119         /* top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); */
120         
121         /* Model::Node *jewels = chest->find("jewels"); */
122         /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
123
124         /* Model::Node *lock = chest->find("lock"); */
125         /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
126         /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
127         /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
128
129         /* Model::Node *key = chest->find("key"); */
130         /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
131         
132         /* chest->draw(); */
133
134         /* mirrorCube->draw(); */
135
136         glUseProgram(pbrProg->progId);
137         setProjectionAndViewUniforms(pbrProg->progId);
138
139         glm::vec3 lightPositions[4], lightColors[4];
140         for (int i = 0; i < 4; i++) {
141                 lightPositions[i] = lights[i].pos;
142                 lightColors[i] = lights[i].color;
143         }
144         
145         glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
146         glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
147
148         glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0);
149         glActiveTexture(GL_TEXTURE0);
150         glBindTexture(GL_TEXTURE_2D, albedoMap);
151
152         glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1);
153         glActiveTexture(GL_TEXTURE1);
154         glBindTexture(GL_TEXTURE_2D, normalMap);
155
156         glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2);
157         glActiveTexture(GL_TEXTURE2);
158         glBindTexture(GL_TEXTURE_2D, metallicMap);
159
160         glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3);
161         glActiveTexture(GL_TEXTURE3);
162         glBindTexture(GL_TEXTURE_2D, roughnessMap);
163         
164         glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 4);
165         glActiveTexture(GL_TEXTURE4);
166         glBindTexture(GL_TEXTURE_2D, aoMap);
167
168         glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5);
169         glActiveTexture(GL_TEXTURE5);
170         glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap());
171
172         pbr->draw();
173
174         for (Light &light: lights) drawLight(light);
175
176         skybox->draw(projMat(), viewMat());
177
178         glutSwapBuffers();
179 }
180
181 void setupLightBuffers(GLuint progId) {
182         auto vertices = cube();
183         GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
184
185         glGenVertexArrays(1, &lightVao);
186         GLuint vbo;
187         glBindVertexArray(lightVao);
188         glGenBuffers(1, &vbo);
189         glBindBuffer(GL_ARRAY_BUFFER, vbo);
190         glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
191         glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
192         GLuint posLoc = glGetAttribLocation(progId, "vPosition");
193         glEnableVertexAttribArray(posLoc);
194         glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
195 }
196
197 GLuint loadTexture(const std::string &path) {
198         Image img(path);
199         GLuint texId;
200         glGenTextures(1, &texId);
201         glBindTexture(GL_TEXTURE_2D, texId);
202         glTexImage2D(GL_TEXTURE_2D, 0, img.format(), img.width(), img.height(), 0, img.format(), GL_UNSIGNED_BYTE, img.data());
203         glGenerateMipmap(GL_TEXTURE_2D);
204         return texId;
205 }
206
207 void init() {
208         plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
209         glUseProgram(plainProg->progId);
210         setupLightBuffers(plainProg->progId);
211         plainProg->validate();
212
213         skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
214
215         /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
216         /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
217         /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
218
219         pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
220         glUseProgram(pbrProg->progId);
221         pbr = new Model("models/sphere.dae", *pbrProg, *skybox);
222
223         albedoMap = loadTexture("models/darktiles/darktiles1_basecolor.png");
224         metallicMap = loadTexture("models/darktiles/darktiles1_metallic.png");
225         normalMap = loadTexture("models/darktiles/darktiles1_normal.png");
226         roughnessMap = loadTexture("models/darktiles/darktiles1_roughness.png");
227         aoMap = loadTexture("models/darktiles/darktiles1_AO.png");
228
229         glEnable(GL_DEPTH_TEST); 
230         glEnable(GL_CULL_FACE); 
231 }
232
233 bool* keyStates = new bool[256];
234
235 void keyboard(unsigned char key, int x, int y) {
236         keyStates[key] = true;
237         if (key == 'z')
238                 doScale = !doScale;
239         if (key == 'x')
240                 doRotate = !doRotate;
241         if (key == 'c')
242                 doTranslate = !doTranslate;
243 }
244
245 void keyboardUp(unsigned char key, int x, int y) {
246         keyStates[key] = false;
247 }
248
249 void timer(int _) {
250         float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
251         if (keyStates['w'])
252                 zSpeed = 0.1f;
253         if (keyStates['s'])
254                 zSpeed = -0.1f;
255         if (keyStates['a'])
256                 xSpeed = 0.1f;
257         if (keyStates['d'])
258                 xSpeed = -0.1f;
259         if (keyStates['q'])
260                 ySpeed = 0.1f;
261         if (keyStates['e'])
262                 ySpeed = -0.1f;
263
264         if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
265         if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
266         if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
267         if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
268         if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
269         if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
270
271         camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
272         camPos.y += ySpeed;
273         camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
274         glutPostRedisplay();
275         glutTimerFunc(16, timer, 0);
276 }
277
278 int prevMouseX, prevMouseY;
279 bool firstMouse = true;
280
281 void motion(int x, int y) {
282         if (firstMouse) {
283                 prevMouseX = x;
284                 prevMouseY = y;
285                 firstMouse = false;
286         }
287         int dx = x - prevMouseX, dy = y - prevMouseY;
288
289         prevMouseX = x;
290         prevMouseY = y;
291
292         const float sensitivity = 0.005f;
293         yaw += dx * sensitivity;
294         pitch -= dy * sensitivity;
295
296         glm::vec3 front;
297         front.x = cos(pitch) * cos(yaw);
298         front.y = sin(pitch);
299         front.z = cos(pitch) * sin(yaw);
300         camFront = glm::normalize(front);
301
302         if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
303                 camUp = glm::vec3(0, -1, 0);
304         } else {
305                 camUp = glm::vec3(0, 1, 0);
306         }
307 }
308
309 void mouse(int button, int state, int x, int y) {
310         if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
311                 firstMouse = true;
312 }
313
314 int main(int argc, char** argv) {
315         glutInit(&argc, argv);
316         glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
317         glutInitWindowSize(WIDTH, HEIGHT);
318         int win = glutCreateWindow("Hello Triangle");
319         glutDisplayFunc(display);
320
321         glewInit();
322         
323         init();
324
325         glutKeyboardFunc(keyboard);
326         glutKeyboardUpFunc(keyboardUp);
327         glutTimerFunc(16, timer, 0);
328         glutMotionFunc(motion);
329         glutMouseFunc(mouse);
330
331         glutMainLoop();
332
333         return 0;
334 }
335