Load lights from model
[opengl.git] / main.cpp
index 15599b078cd64aa72465777a7dbf71659fb84005..281da276905660e1e4a5935c1caf961f9c53d97f 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -41,17 +41,11 @@ float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
 float yaw = 1.57, pitch = 0;
 
 struct Light {
-       glm::vec3 pos;
+       glm::mat4 trans;
        glm::vec3 color;
 };
 
-std::vector<Light> lights = {
-       { glm::vec3(5, 2, -5), glm::vec3(1) },
-       { glm::vec3(0, 2, -5), glm::vec3(1) },
-       { glm::vec3(-5, 2, -5), glm::vec3(1) },
-};
-
-int activeLight = 0;
+std::vector<Light> lights;
 
 bool discoLights = false;
 
@@ -97,8 +91,7 @@ void drawLight(Light &light) {
        glUseProgram(plainProg->progId);
        glBindVertexArray(lightVao);
        setProjectionAndViewUniforms(plainProg->progId);
-       glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
-       model = glm::scale(model, glm::vec3(0.2));
+       glm::mat4 model = glm::scale(light.trans, glm::vec3(0.2));
        GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
 
@@ -122,31 +115,30 @@ void display() {
        glUseProgram(pbrProg->progId);
        setProjectionAndViewUniforms(pbrProg->progId);
 
-       glm::vec3 lightPositions[6], lightColors[6];
-       for (int i = 0; i < 3; i++) {
-               lightPositions[i] = lights[i].pos;
+       size_t numLights = lights.size() + (discoLights ? 3 : 0);
+       glm::vec3 lightPositions[numLights], lightColors[numLights];
+       for (int i = 0; i < lights.size(); i++) {
+               lightPositions[i] = glm::vec3(lights[i].trans[3]);
                lightColors[i] = lights[i].color;
        }
 
-       for (int i = 3; i < 6; i++) {
        if (discoLights) {
+               for (int i = numLights - 3; i < numLights; i++) {
                        auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
                        m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
                        m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
                        m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
                        lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
                        lightColors[i] = glm::vec3(0.2);
-                       if (i == 3) lightColors[i].x = sin(d);
-                       if (i == 4) lightColors[i].y = cos(d * 3);
-                       if (i == 5) lightColors[i].z = cos(d);
-               } else {
-                       lightPositions[i] = glm::vec3(0);
-                       lightColors[i] = glm::vec3(0);
+                       if (i % 3 == 0) lightColors[i].x = sin(d);
+                       if (i % 3 == 1) lightColors[i].y = cos(d * 3);
+                       if (i % 3 == 2) lightColors[i].z = cos(d);
                }
        }
        
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
+       glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights);
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
 
        /* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */
        /* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */
@@ -154,12 +146,13 @@ void display() {
 
        for (Light &light: lights) drawLight(light);
 
-       if (discoLights) {
-               for (int i = 3; i < 6; i++) {
-                       Light l { lightPositions[i], lightColors[i] };
-                       drawLight(l);
-               }
-       }
+       // TODO: restore
+       /* if (discoLights) { */
+       /*      for (int i = numLights - 3; i < numLights; i++) { */
+       /*              Light l = { lightPositions[i], lightColors[i] }; */
+       /*              drawLight(l); */
+       /*      } */
+       /* } */
 
        skyboxes[activeSkybox].draw(projMat(), viewMat());
 
@@ -205,6 +198,7 @@ void init() {
        setupLightBuffers(plainProg->progId);
        plainProg->validate();
 
+       skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
        skyboxes.push_back(Skybox(Image("skyboxes/wooden_lounge_8k.hdr")));
        skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr")));
        skyboxes.push_back(Skybox(Image("skyboxes/pink_sunrise_8k.hdr")));
@@ -212,7 +206,7 @@ void init() {
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
 
-       const std::string scenePath = "models/ik.glb";
+       const std::string scenePath = "models/newtonsCradle.glb";
        const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
        if (!scene) {
                std::cerr << importer.GetErrorString() << std::endl;
@@ -220,7 +214,7 @@ void init() {
        }
 
        if (scene->mNumCameras > 0) {
-               struct aiCamera *cam = scene->mCameras[0];
+               aiCamera *cam = scene->mCameras[0];
                glm::mat4 camTrans;
                if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0)
                        abort(); // there must be a node with the same name as camera
@@ -238,6 +232,14 @@ void init() {
                zfar = cam->mClipPlaneFar;
        }
 
+       for (int i = 0; i < scene->mNumLights; i++) {
+               aiLight *light = scene->mLights[i];
+               glm::mat4 trans; findNodeTrans(scene->mRootNode, light->mName, &trans);
+               glm::vec3 col = { light->mColorAmbient.r, light->mColorAmbient.g, light->mColorAmbient.b };
+               Light l = { trans, col };
+               lights.push_back(l);
+       }
+
        sceneModel = new Model(scene, *pbrProg);
 
        glEnable(GL_DEPTH_TEST); 
@@ -254,8 +256,6 @@ void keyboard(unsigned char key, int x, int y) {
        keyStates[key] = true;
        if (key == 'z')
                activeSkybox = (activeSkybox + 1) % skyboxes.size();
-       if (key == 'x')
-               activeLight = (activeLight + 1) % lights.size();
        if (key == 'c')
                discoLights = !discoLights;
 }
@@ -282,13 +282,6 @@ void timer(int _) {
        if (keyStates['e'])
                ySpeed = -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;
        camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);