- // work out the normals
- glm::vec3 normals[12];
- for (int i = 0; i < 4; 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);
+Delegate cwDelegate;
+
+
+void init() {
+ initUtilProg();
+
+ plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(plainProg->progId);
+ setupPlainBuffers(plainProg->progId, cube());
+ plainProg->validate();
+
+ cursorProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(cursorProg->progId);
+ glGenVertexArrays(1, &cursorVao);
+ cursorNumIndices = setupBuffersWithIndices(cursorProg->progId, cursorVao, sphere(), sphereIndices());
+ cursorProg->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")));
+
+ pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+ glUseProgram(pbrProg->progId);
+
+ if (curMode == Default) {
+ const std::string scenePath = "models/cowedboy.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;