#include <vector>
#ifdef __APPLE__
#include <GL/glew.h>
+#include "cocoa.h"
#else
#include <OpenGL/glew.h>
#endif
#include "model.hpp"
#include "program.hpp"
#include "skybox.hpp"
+#include "image.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
GLuint lightVao;
-Program *textureProg, *plainProg, *reflectProg;
+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, *mirrorCube;
-glm::vec3 lightPos(3);
+
+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;
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) {
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);
}
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);
+ /* 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)); */
/* chest->draw(); */
- mirrorCube->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());
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;
+}
+
void init() {
plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
glUseProgram(plainProg->progId);
setupLightBuffers(plainProg->progId);
plainProg->validate();
- 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);
+ skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
- textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
+ /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
/* chest = new Model("models/chest.dae", *textureProg, *skybox); */
+ /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
+
+ pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+ glUseProgram(pbrProg->progId);
+ pbr = new Model("models/sphere.dae", *pbrProg, *skybox);
- mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *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");
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;
init();
+ swizzle();
+
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);