Add glTF PBR model loading
[opengl.git] / main.cpp
index 613d67914eb7f943efa4fb50515f774fffbd9d32..16466005327c8ceef3d1afd2d6ecd9ddb367fa6b 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -5,6 +5,7 @@
 #include <vector>
 #ifdef __APPLE__
 #include <GL/glew.h>
+#include "cocoa.h"
 #else
 #include <OpenGL/glew.h>
 #endif
@@ -16,6 +17,7 @@
 #include "model.hpp"
 #include "program.hpp"
 #include "skybox.hpp"
+#include "image.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -23,16 +25,30 @@ using namespace std;
 
 GLuint lightVao;
 
-Program *textureProg, *plainProg;
+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;
-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;
@@ -53,6 +69,9 @@ 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 +85,17 @@ 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);
 }
@@ -88,20 +106,18 @@ void display() {
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
-       skybox->draw(projMat(), viewMat());
-
-       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));
-       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)); */
@@ -114,8 +130,59 @@ void display() {
        /* 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();
+       /* chest->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"), 4); */
+       /* glActiveTexture(GL_TEXTURE4); */
+       /* glBindTexture(GL_TEXTURE_2D, aoMap); */
+
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5);
+       glActiveTexture(GL_TEXTURE5);
+       glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap());
+
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "prefilterMap"), 6);
+       glActiveTexture(GL_TEXTURE6);
+       glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getPrefilterMap());
+
+       glUniform1i(glGetUniformLocation(pbrProg->progId, "brdfMap"), 7);
+       glActiveTexture(GL_TEXTURE7);
+       glBindTexture(GL_TEXTURE_2D, skybox->getBRDFMap());
+
+       pbr->draw();
+
+       for (Light &light: lights) drawLight(light);
+
+       skybox->draw(projMat(), viewMat());
 
        glutSwapBuffers();
 }
@@ -136,42 +203,42 @@ void setupLightBuffers(GLuint progId) {
        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);
-       }
+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);
-       validateProgram(plainProg->progId);
+       plainProg->validate();
 
-       textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
-       glUseProgram(textureProg->progId);
+       skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
 
-       chest = new Model("models/chest.dae", *textureProg);
+       /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
+       /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
+       /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
 
-       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/sphereMetal.gltf", *pbrProg, *skybox);
+
+       /* 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];
@@ -205,12 +272,12 @@ 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;
@@ -259,13 +326,15 @@ 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");
+       int win = glutCreateWindow("Physically Based Rendering");
        glutDisplayFunc(display);
 
        glewInit();
        
        init();
        
+       swizzle();
+
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);