#include <stdio.h>
#include <stdlib.h>
#include <iostream>
-#include <fstream>
-#include <sstream>
#include <array>
#include <vector>
#ifdef __APPLE__
#include <GL/glew.h>
+#include "cocoa.h"
#else
#include <OpenGL/glew.h>
#endif
#include <GLUT/glut.h>
+#include "shapes.hpp"
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "model.hpp"
-#include "teapot.h"
+#include "program.hpp"
+#include "skybox.hpp"
+#include "image.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
+GLuint lightVao;
+
+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, -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 *monkeyHead, *chest;
-glm::vec3 lightPos(0);
+
+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;
+glm::mat4 projMat() {
+ return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+}
+
+glm::mat4 viewMat() {
+ return glm::lookAt(camPos, camPos + camFront, camUp);
+}
+
void setProjectionAndViewUniforms(GLuint progId) {
GLuint projLoc = glGetUniformLocation(progId, "projection");
- glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+ glm::mat4 proj = projMat();
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
GLuint viewLoc = glGetUniformLocation(progId, "view");
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
+ 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) {
- glUseProgram(plainProgId);
+void drawLight(Light &light) {
+ glUseProgram(plainProg->progId);
glBindVertexArray(lightVao);
- setProjectionAndViewUniforms(plainProgId);
- glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
+ setProjectionAndViewUniforms(plainProg->progId);
+ glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
model = glm::scale(model, glm::vec3(0.2));
- GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
+ GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
- glm::vec4 color(lightColor);
- glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+ GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
+ glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
glDrawArrays(GL_TRIANGLES, 0, 36);
-};
-
-void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(gradientProgId);
- glBindVertexArray(pyramidVao);
- setProjectionAndViewUniforms(gradientProgId);
-
- setLightColorAndPos(gradientProgId, lightPos, lightColor);
-
- GLuint modelId = glGetUniformLocation(gradientProgId, "model");
-
- for (int i = 0; i < 10; i++) {
-
- glm::mat4 model = glm::mat4(1.f);
-
- model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
-
- if (doRotate) {
- model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
- model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
}
- if (doScale)
- model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
-
- if (doTranslate)
- model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
-
-
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, 18);
- }
-
-};
-
-enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
-
-void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(normalProgId);
-
- GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
- GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
- switch (proj) {
- case teapotCamera:
- setProjectionAndViewUniforms(normalProgId);
- break;
- case teapotOrtho:
- {
- glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
- glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
-
- glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- }
- break;
- case teapotPerspStatic:
- case teapotPerspAnimated:
- {
- float fov = glm::radians(45.f);
- if (proj == teapotPerspAnimated)
- fov += glm::radians(sin(d) * 30.f);
- glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
- glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
-
- glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- }
- break;
- }
- setLightColorAndPos(normalProgId, lightPos, lightColor);
- glBindVertexArray(teapotVao);
- GLuint modelId = glGetUniformLocation(normalProgId, "model");
- glm::mat4 model(1);
- model = glm::scale(model, glm::vec3(0.3));
- if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
-}
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;
- /* glm::vec3 lightPos = glm::vec3(sin(d / 10.f) * 10, 0, cos(d / 10.f) * 10); */
- glm::vec3 lightPos = lightPos;
- glm::vec4 lightColor(1, 1, 1, 1);
+ /* glm::vec4 lightColor(1, 1, 1, 1); */
- drawLight(d, lightPos, lightColor);
+ /* drawLight(d, lightPos, lightColor); */
- glUseProgram(textureProgId);
- setProjectionAndViewUniforms(textureProgId);
- setLightColorAndPos(textureProgId, 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));
- 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));
+ /* 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)); */
/* Model::Node *jewels = chest->find("jewels"); */
/* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
/* Model::Node *key = chest->find("key"); */
/* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
- /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
- chest->draw();
-
- glutSwapBuffers();
-}
-
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
- GLuint shader = glCreateShader(type);
-
- if (!shader) {
- fprintf(stderr, "error creating shader\n");
- exit(1);
- }
-
- ifstream file(filePath);
- stringstream buffer;
- buffer << file.rdbuf();
- string str = buffer.str();
- const char* contents = str.c_str();
-
- glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
- glCompileShader(shader);
- GLint success;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetShaderInfoLog(shader, 1024, NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
- glAttachShader(progId, shader);
-}
-
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
- GLuint progId = glCreateProgram();
+ /* chest->draw(); */
- attachShader(progId, vertexShader, GL_VERTEX_SHADER);
- attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
+ /* mirrorCube->draw(); */
- glLinkProgram(progId);
- GLint success = 0;
- glGetProgramiv(progId, GL_LINK_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error linking: %s\n", log);
- exit(1);
- }
+ glUseProgram(pbrProg->progId);
+ setProjectionAndViewUniforms(pbrProg->progId);
- return progId;
+ glm::vec3 lightPositions[4], lightColors[4];
+ for (int i = 0; i < 4; i++) {
+ lightPositions[i] = lights[i].pos;
+ lightColors[i] = lights[i].color;
}
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
-GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0); */
+ /* glActiveTexture(GL_TEXTURE0); */
+ /* glBindTexture(GL_TEXTURE_2D, albedoMap); */
- GLfloat colors[] = {
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1); */
+ /* glActiveTexture(GL_TEXTURE1); */
+ /* glBindTexture(GL_TEXTURE_2D, normalMap); */
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2); */
+ /* glActiveTexture(GL_TEXTURE2); */
+ /* glBindTexture(GL_TEXTURE_2D, metallicMap); */
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3); */
+ /* glActiveTexture(GL_TEXTURE3); */
+ /* glBindTexture(GL_TEXTURE_2D, roughnessMap); */
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ /* glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 4); */
+ /* glActiveTexture(GL_TEXTURE4); */
+ /* glBindTexture(GL_TEXTURE_2D, aoMap); */
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5);
+ glActiveTexture(GL_TEXTURE5);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap());
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1
- };
-
- GLuint numVerts = 18;
-
- GLuint vbo;
- glGenBuffers(1, &vbo);
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "prefilterMap"), 6);
+ glActiveTexture(GL_TEXTURE6);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getPrefilterMap());
- GLuint vao;
- glGenVertexArrays(1, &vao);
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "brdfMap"), 7);
+ glActiveTexture(GL_TEXTURE7);
+ glBindTexture(GL_TEXTURE_2D, skybox->getBRDFMap());
- GLuint posId = glGetAttribLocation(progId, "vPosition");
- GLuint colorId = glGetAttribLocation(progId, "vColor");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+ pbr->draw();
- GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
- GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
- GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
+ for (Light &light: lights) drawLight(light);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
+ skybox->draw(projMat(), viewMat());
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
-
- glBindVertexArray(vao);
-
- glEnableVertexAttribArray(posId);
- glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
- glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
-
- glEnableVertexAttribArray(normalLoc);
- glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
-
- return vao;
-}
-
-vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
- vector<glm::vec3> triangles(6);
- triangles[0] = quads[0];
- triangles[1] = quads[1];
- triangles[2] = quads[2];
- triangles[3] = quads[2];
- triangles[4] = quads[3];
- triangles[5] = quads[0];
- return triangles;
+ glutSwapBuffers();
}
-template <typename T>
-void append(vector<T> &a, vector<T> &b) {
- a.insert(a.end(), b.begin(), b.end());
-};
-
void setupLightBuffers(GLuint progId) {
- vector<glm::vec3> vertices;
- glm::vec3 front[] = {
- glm::vec3(1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(1, 1, -1)
- };
- vector<glm::vec3> frontTriangles = quadToTriangles(front);
- append(vertices, frontTriangles);
-
- glm::vec3 back[] = {
- glm::vec3(1, 1, 1),
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(1, -1, 1)
- };
- vector<glm::vec3> backQuads = quadToTriangles(back);
- append(vertices, backQuads);
-
- glm::vec3 top[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, 1, 1),
- glm::vec3(1, 1, 1)
- };
- vector<glm::vec3> topTriangles = quadToTriangles(top);
- append(vertices, topTriangles);
-
- glm::vec3 bottom[] = {
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
- append(vertices, bottomTriangles);
-
- glm::vec3 left[] = {
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, 1)
- };
- vector<glm::vec3> leftTriangles = quadToTriangles(left);
- append(vertices, leftTriangles);
-
- glm::vec3 right[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(1, 1, 1),
- glm::vec3(1, -1, 1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> rightTriangles = quadToTriangles(right);
- append(vertices, rightTriangles);
+ auto vertices = cube();
GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
glGenVertexArrays(1, &lightVao);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
-void setupTeapotBuffers(GLuint progId) {
- GLuint vbos[2];
- glGenBuffers(2, vbos);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
- glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
- glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
-
- glGenVertexArrays(1, &teapotVao);
- glBindVertexArray(teapotVao);
-
- GLuint posLoc = glGetAttribLocation(progId, "vPosition");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
-
- glEnableVertexAttribArray(posLoc);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
- glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-
- glEnableVertexAttribArray(normalLoc);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
- glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-}
-
-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);
- }
+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() {
- glm::vec3 vertices[18] = {
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
-
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1),
- glm::vec3(1, -1, 1)
- };
+ plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(plainProg->progId);
+ setupLightBuffers(plainProg->progId);
+ plainProg->validate();
- // work out the normals
- glm::vec3 normals[18];
- for (int i = 0; i < 6; i++) {
- glm::vec3 a = vertices[i * 3];
- glm::vec3 b = vertices[i * 3 + 1];
- glm::vec3 c = vertices[i * 3 + 2];
- glm::vec3 u = glm::normalize(a - c);
- glm::vec3 v = glm::normalize(b - c);
- glm::vec3 norm = glm::normalize(glm::cross(v, u));
- for(int j = 0; j < 3; j++) {
- normals[i * 3 + j] = -glm::vec3(norm);
- }
- }
-
- gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
- glUseProgram(gradientProgId);
- pyramidVao = setupBuffers(vertices, normals, gradientProgId);
- validateProgram(gradientProgId);
-
- plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
- glUseProgram(plainProgId);
- setupLightBuffers(plainProgId);
- validateProgram(plainProgId);
+ skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
- normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
- glUseProgram(normalProgId);
- setupTeapotBuffers(normalProgId);
- validateProgram(normalProgId);
+ /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
+ /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
+ /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
- solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
- glUseProgram(solidProgId);
- validateProgram(solidProgId);
+ pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+ glUseProgram(pbrProg->progId);
+ pbr = new Model("models/sphereMetal.gltf", *pbrProg, *skybox);
- textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl");
- glUseProgram(textureProgId);
- validateProgram(textureProgId);
-
- monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
- chest = new Model("chest.dae", textureProgId);
+ /* albedoMap = loadTexture("models/materials/streakedmetal/streakedmetal-albedo.png"); */
+ /* metallicMap = loadTexture("models/materials/streakedmetal/streakedmetal-metalness.png"); */
+ /* normalMap = loadTexture("models/materials/streakedmetal/streakedmetal-normal.png"); */
+ /* roughnessMap = loadTexture("models/materials/streakedmetal/streakedmetal-roughness.png"); */
+ /* aoMap = loadTexture("models/materials/streakedmetal/streakedmetal-ao.png"); */
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
+ // prevent edge artifacts in specular cubemaps
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
bool* keyStates = new bool[256];
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;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
glutInitWindowSize(WIDTH, HEIGHT);
- int win = glutCreateWindow("Hello Triangle");
+ int win = glutCreateWindow("Physically Based Rendering");
glutDisplayFunc(display);
glewInit();
init();
+ swizzle();
+
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);