Load lights from model
[opengl.git] / main.cpp
index 9464e9ec5044181c2ab0340ab1a1169d7dc7be28..281da276905660e1e4a5935c1caf961f9c53d97f 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -5,7 +5,6 @@
 #include <vector>
 #ifdef __APPLE__
 #include <GL/glew.h>
-#include "cocoa.h"
 #else
 #include <OpenGL/glew.h>
 #endif
 #include <glm/glm.hpp>
 #include <glm/ext.hpp>
 #include <glm/gtc/type_ptr.hpp>
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/postprocess.h>
 #include "model.hpp"
 #include "program.hpp"
 #include "skybox.hpp"
 #include "image.hpp"
+#include "util.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -26,35 +29,34 @@ using namespace std;
 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);
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
+
+Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
+Model *sceneModel;
+
+glm::vec3 camPos = {0, 0, -5}, camFront = {0, 0, 1}, camUp = {0, 1, 0};
+float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
 float yaw = 1.57, pitch = 0;
-bool doScale, doRotate, doTranslate;
 
 struct Light {
-       glm::vec3 pos;
+       glm::mat4 trans;
        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) }
-};
+std::vector<Light> lights;
 
-int activeLight = 0;
+bool discoLights = false;
 
-const int WIDTH = 800, HEIGHT = 600;
-const float ASPECT = (float)WIDTH / (float)HEIGHT;
+int windowWidth = 800, windowHeight = 600;
+
+float aspect() {
+       return (float)windowWidth / (float)windowHeight;
+}      
 
 glm::mat4 projMat() {
-       return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+       return glm::perspective(fov, aspect(), znear, zfar);
 }
 
 glm::mat4 viewMat() {
@@ -89,8 +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));
 
@@ -104,85 +105,56 @@ void drawLight(Light &light) {
 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::vec4 lightColor(1, 1, 1, 1); */
-
-       /* drawLight(d, 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 *jewels = chest->find("jewels"); */
-       /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
-
-       /* Model::Node *lock = chest->find("lock"); */
-       /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
-       /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
-       /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
-
-       /* Model::Node *key = chest->find("key"); */
-       /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 
-       /* chest->draw(); */
+       float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
-       /* mirrorCube->draw(); */
+       glUseProgram(getUtilProg()->progId);
+       setProjectionAndViewUniforms(getUtilProg()->progId);
 
        glUseProgram(pbrProg->progId);
        setProjectionAndViewUniforms(pbrProg->progId);
 
-       glm::vec3 lightPositions[4], lightColors[4];
-       for (int i = 0; i < 4; 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;
        }
 
-       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());
+       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 == 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);
+               }
+       }
        
-       glUniform1i(glGetUniformLocation(pbrProg->progId, "brdfMap"), 7);
-       glActiveTexture(GL_TEXTURE7);
-       glBindTexture(GL_TEXTURE_2D, skybox->getBRDFMap());
+       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]));
 
-       pbr->draw();
+       /* 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}); */
+       sceneModel->draw(skyboxes[activeSkybox], d * 1000);
 
        for (Light &light: lights) drawLight(light);
 
-       skybox->draw(projMat(), viewMat());
+       // 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());
 
        glutSwapBuffers();
 }
@@ -203,61 +175,99 @@ 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;
+int findNodeTrans(struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
+       if (strcmp(n->mName.data, name.data) == 0) {
+               *dest = aiMatrixToMat4(n->mTransformation);
+               return 0;
+       }
+       for (int i = 0; i < n->mNumChildren; i++) {
+               if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
+                       glm::mat4 t = aiMatrixToMat4(n->mTransformation);
+                       *dest = t * *dest;
+                       return 0;
+               }
+       }
+       return 1;
 }
 
 void init() {
+       initUtilProg();
+
        plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
        glUseProgram(plainProg->progId);
        setupLightBuffers(plainProg->progId);
        plainProg->validate();
 
-       skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
-
-       /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
-       /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
-       /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
+       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")));
 
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
-       pbr = new Model("models/sphere.dae", *pbrProg, *skybox);
 
-       albedoMap = loadTexture("models/streakedmetal/streakedmetal_albedo.png");
-       metallicMap = loadTexture("models/streakedmetal/streakedmetal_metalness.png");
-       normalMap = loadTexture("models/streakedmetal/streakedmetal_normal.png");
-       roughnessMap = loadTexture("models/streakedmetal/streakedmetal_roughness.png");
-       aoMap = loadTexture("models/streakedmetal/streakedmetal_ao.png");
+       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;
+               exit(1);
+       }
+
+       if (scene->mNumCameras > 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
+
+               camPos = { camTrans[3][0], camTrans[3][1], camTrans[3][2] };
+
+               glm::vec3 camLookAt = glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z);
+               camFront = camLookAt - camPos;
+
+               camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z);
+               
+               fov = cam->mHorizontalFOV;
+               // TODO: aspectRatio = cam->mAspect;
+               znear = cam->mClipPlaneNear;
+               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); 
        glEnable(GL_CULL_FACE); 
        // prevent edge artifacts in specular cubemaps
        glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
+       glViewport(0, 0, windowWidth, windowHeight);
 }
 
-bool* keyStates = new bool[256];
+bool keyStates[256] = {false};
 
 void keyboard(unsigned char key, int x, int y) {
        keyStates[key] = true;
        if (key == 'z')
-               doScale = !doScale;
-       if (key == 'x')
-               doRotate = !doRotate;
+               activeSkybox = (activeSkybox + 1) % skyboxes.size();
        if (key == 'c')
-               doTranslate = !doTranslate;
+               discoLights = !discoLights;
 }
 
 void keyboardUp(unsigned char key, int x, int y) {
        keyStates[key] = false;
 }
 
+#define ENABLE_MOVEMENT
+
 void timer(int _) {
+#ifdef ENABLE_MOVEMENT
        float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
        if (keyStates['w'])
                zSpeed = 0.1f;
@@ -272,16 +282,10 @@ 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);
+#endif
        glutPostRedisplay();
        glutTimerFunc(16, timer, 0);
 }
@@ -290,6 +294,7 @@ int prevMouseX, prevMouseY;
 bool firstMouse = true;
 
 void motion(int x, int y) {
+#ifdef ENABLE_MOVEMENT
        if (firstMouse) {
                prevMouseX = x;
                prevMouseY = y;
@@ -315,6 +320,7 @@ void motion(int x, int y) {
        } else {
                camUp = glm::vec3(0, 1, 0);
        }
+#endif
 }
 
 void mouse(int button, int state, int x, int y) {
@@ -322,19 +328,22 @@ void mouse(int button, int state, int x, int y) {
                firstMouse = true;
 }
 
+void reshape(int newWidth, int newHeight) {
+       windowWidth = newWidth, windowHeight = newHeight;
+}
+
 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");
+       glutInitWindowSize(windowWidth, windowHeight);
+       glutCreateWindow("Physically Based Rendering");
        glutDisplayFunc(display);
+       glutReshapeFunc(reshape);
 
        glewInit();
        
        init();
 
-       swizzle();
-
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);