PBR checkpoint
[opengl.git] / main.cpp
index 4dd4e605963d7be0cc169e9fbeb92028baa2e30a..caaa2a308a507aec6985488c622b371fc12c05b4 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -16,6 +16,7 @@
 #include "model.hpp"
 #include "program.hpp"
 #include "skybox.hpp"
+#include "image.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -23,16 +24,30 @@ using namespace std;
 
 GLuint lightVao;
 
-Program *textureProg, *plainProg, *reflectProg;
+Program *textureProg, *plainProg, *reflectProg, *pbrProg;
 Skybox *skybox;
+Model *chest, *mirrorCube, *pbr;
+GLuint albedoMap, metallicMap, roughnessMap, normalMap, aoMap;
                          
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  0.0f);
+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, *mirrorCube;
-glm::vec3 lightPos(3);
+
+struct Light {
+       glm::vec3 pos;
+       glm::vec3 color;
+};
+
+std::vector<Light> lights = {
+       { glm::vec3(0, 0, 3), glm::vec3(1) },
+       { glm::vec3(0, 3, 0), glm::vec3(1) },
+       { glm::vec3(3, 0, 0), glm::vec3(1) },
+       { glm::vec3(3, 0, 0), glm::vec3(1) }
+};
+
+int activeLight = 0;
 
 const int WIDTH = 800, HEIGHT = 600;
 const float ASPECT = (float)WIDTH / (float)HEIGHT;
@@ -53,6 +68,9 @@ void setProjectionAndViewUniforms(GLuint progId) {
        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) {
@@ -66,18 +84,17 @@ 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);
 }
@@ -88,13 +105,13 @@ void display() {
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
-       glm::vec4 lightColor(1, 1, 1, 1);
+       /* glm::vec4 lightColor(1, 1, 1, 1); */
 
-       drawLight(d, lightPos, lightColor);
+       /* drawLight(d, lightPos, lightColor); */
 
-       glUseProgram(textureProg->progId);
-       setProjectionAndViewUniforms(textureProg->progId);
-       setLightColorAndPos(textureProg->progId, lightPos, lightColor);
+       /* glUseProgram(textureProg->progId); */
+       /* setProjectionAndViewUniforms(textureProg->progId); */
+       /* setLightColorAndPos(textureProg->progId, lightPos, lightColor); */
 
        /* Model::Node *top = chest->find("top"); */
        /* top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); */
@@ -114,7 +131,43 @@ void display() {
        
        /* chest->draw(); */
 
-       mirrorCube->draw();
+       /* mirrorCube->draw(); */
+
+       glUseProgram(pbrProg->progId);
+       setProjectionAndViewUniforms(pbrProg->progId);
+
+       glm::vec3 lightPositions[4], lightColors[4];
+       for (int i = 0; i < 4; i++) {
+               lightPositions[i] = lights[i].pos;
+               lightColors[i] = lights[i].color;
+       }
+       
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
+
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0);
+       glActiveTexture(GL_TEXTURE0);
+       glBindTexture(GL_TEXTURE_2D, albedoMap);
+
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1);
+       glActiveTexture(GL_TEXTURE1);
+       glBindTexture(GL_TEXTURE_2D, normalMap);
+
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2);
+       glActiveTexture(GL_TEXTURE2);
+       glBindTexture(GL_TEXTURE_2D, metallicMap);
+
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3);
+       glActiveTexture(GL_TEXTURE3);
+       glBindTexture(GL_TEXTURE_2D, roughnessMap);
+       
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 3);
+       glActiveTexture(GL_TEXTURE4);
+       glBindTexture(GL_TEXTURE_2D, aoMap);
+
+       pbr->draw();
+
+       for (Light &light: lights) drawLight(light);
 
        skybox->draw(projMat(), viewMat());
 
@@ -137,26 +190,37 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
+GLuint loadTexture(const std::string &path) {
+       Image img(path);
+       GLuint texId;
+       glGenTextures(1, &texId);
+       glBindTexture(GL_TEXTURE_2D, texId);
+       glTexImage2D(GL_TEXTURE_2D, 0, img.format(), img.width(), img.height(), 0, img.format(), GL_UNSIGNED_BYTE, img.data());
+       glGenerateMipmap(GL_TEXTURE_2D);
+       return texId;
+}
+
 void init() {
        plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
        glUseProgram(plainProg->progId);
        setupLightBuffers(plainProg->progId);
        plainProg->validate();
 
-       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);
+       skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
 
-       textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
+       /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
        /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
+       /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
+
+       pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+       glUseProgram(pbrProg->progId);
+       pbr = new Model("models/sphere.dae", *pbrProg, *skybox);
 
-       mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox);
+       albedoMap = loadTexture("models/darktiles/darktiles1_basecolor.png");
+       metallicMap = loadTexture("models/darktiles/darktiles1_metallic.png");
+       normalMap = loadTexture("models/darktiles/darktiles1_normal.png");
+       roughnessMap = loadTexture("models/darktiles/darktiles1_roughness.png");
+       aoMap = loadTexture("models/darktiles/darktiles1_AO.png");
 
        glEnable(GL_DEPTH_TEST); 
        glEnable(GL_CULL_FACE); 
@@ -193,12 +257,12 @@ void timer(int _) {
        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;