#include <stdio.h>
#include <stdlib.h>
#include <iostream>
-#include <fstream>
-#include <sstream>
#include <array>
#include <vector>
#ifdef __APPLE__
#include <OpenGL/glew.h>
#endif
#include <GLUT/glut.h>
+#include "shapes.hpp"
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
-#include "teapot.h"
+#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"
+#include "ik.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, solidProgId, normalProgId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -10.0f);
-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;
-
-const int WIDTH = 800, HEIGHT = 600;
-const float ASPECT = (float)WIDTH / (float)HEIGHT;
-
-void setProjectionAndViewUniforms(GLuint progId) {
- GLuint projId = glGetUniformLocation(progId, "projection");
- glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
- glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
-
- GLuint viewId = glGetUniformLocation(progId, "view");
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
-}
+GLuint lightVao;
-void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
- GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
- glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
+Program *textureProg, *plainProg, *reflectProg, *pbrProg;
- GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
- glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
-}
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
-void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(solidProgId);
- glBindVertexArray(lightVao);
- setProjectionAndViewUniforms(solidProgId);
- glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
- model = glm::scale(model, glm::vec3(0.2));
- GLuint modelId = glGetUniformLocation(solidProgId, "model");
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
+Model *sceneModel;
- GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
- glm::vec4 color(lightColor);
- glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+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;
- glDrawArrays(GL_TRIANGLES, 0, 36);
+struct Light {
+ glm::mat4 trans;
+ glm::vec3 color;
};
-void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(gradientProgId);
- glBindVertexArray(pyramidVao);
- setProjectionAndViewUniforms(gradientProgId);
-
- setLightColorAndPos(gradientProgId, lightPos, lightColor);
-
- GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
- glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
-
- GLuint modelId = glGetUniformLocation(gradientProgId, "model");
+std::vector<Light> lights;
- for (int i = 0; i < 10; i++) {
+bool discoLights = false;
- glm::mat4 model = glm::mat4(1.f);
+int windowWidth = 800, windowHeight = 600;
- model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
-
- if (doRotate) {
- model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
- model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
+float aspect() {
+ return (float)windowWidth / (float)windowHeight;
}
- if (doScale)
- model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
-
- if (doTranslate)
- model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
-
-
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, 18);
+glm::mat4 projMat() {
+ return glm::perspective(fov, aspect(), znear, zfar);
}
-};
-
-enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
-
-void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(normalProgId);
-
- GLuint projId = glGetUniformLocation(normalProgId, "projection");
- GLuint viewId = glGetUniformLocation(normalProgId, "view");
- switch (proj) {
- case teapotCamera:
- setProjectionAndViewUniforms(normalProgId);
- break;
- case teapotOrtho:
- {
- glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
- glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
-
- glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
- }
- break;
- case teapotPerspStatic:
- case teapotPerspAnimated:
- {
- float fov = glm::radians(45.f);
- if (proj == teapotPerspAnimated)
- fov += glm::radians(sin(d) * 30.f);
- glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
- glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
-
- glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
- glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
- }
- break;
- }
- setLightColorAndPos(normalProgId, lightPos, lightColor);
- glBindVertexArray(teapotVao);
- GLuint modelId = glGetUniformLocation(normalProgId, "model");
- glm::mat4 model(1);
- model = glm::scale(model, glm::vec3(0.3));
- if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
+glm::mat4 viewMat() {
+ return glm::lookAt(camPos, camPos + camFront, camUp);
}
-void display() {
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+void setProjectionAndViewUniforms(GLuint progId) {
+ GLuint projLoc = glGetUniformLocation(progId, "projection");
+ glm::mat4 proj = projMat();
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
- glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10);
- glm::vec4 lightColor(1, 1, 1, 1);
+ GLuint viewLoc = glGetUniformLocation(progId, "view");
+ glm::mat4 view = viewMat();
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glViewport(0, 0, WIDTH, HEIGHT);
- drawPyramids(d, lightPos, lightColor);
- drawLight(d, lightPos, lightColor);
- drawTeapot(teapotCamera, false, d, lightPos, lightColor);
+ GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
+ glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
+}
- glClear(GL_DEPTH_BUFFER_BIT);
+void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
+ GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
+ glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
- glViewport(0, 0, WIDTH / 4, HEIGHT / 4);
- drawTeapot(teapotOrtho, false, d, lightPos, lightColor);
+ GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
+ glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
- glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4);
- drawTeapot(teapotOrtho, true, d, lightPos, lightColor);
+ GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
+ glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
+}
- glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4);
- drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor);
+void drawLight(Light &light) {
+ glUseProgram(plainProg->progId);
+ glBindVertexArray(lightVao);
+ setProjectionAndViewUniforms(plainProg->progId);
+ 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));
- glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4);
- drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor);
+ GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
+ glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
- glutSwapBuffers();
+ glDrawArrays(GL_TRIANGLES, 0, 36);
}
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
- GLuint shader = glCreateShader(type);
-
- if (!shader) {
- fprintf(stderr, "error creating shader\n");
- exit(1);
+int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
+ if (strcmp(n->mName.data, name.data) == 0) {
+ *dest = aiMatrixToMat4(n->mTransformation);
+ return 0;
}
-
- ifstream file(filePath);
- stringstream buffer;
- buffer << file.rdbuf();
- string str = buffer.str();
- const char* contents = str.c_str();
-
- glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
- glCompileShader(shader);
- GLint success;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetShaderInfoLog(shader, 1024, NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
+ 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;
}
- glAttachShader(progId, shader);
}
-
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
- GLuint progId = glCreateProgram();
-
- attachShader(progId, vertexShader, GL_VERTEX_SHADER);
- attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
-
- glLinkProgram(progId);
- GLint success = 0;
- glGetProgramiv(progId, GL_LINK_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error linking: %s\n", log);
- exit(1);
+ return 1;
}
- return progId;
+glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
+ aiNode *parent = node;
+ glm::mat4 res = m;
+ std::vector<glm::mat4> trans;
+ while (parent != nullptr) {
+ /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
+ trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
+ parent = parent->mParent;
+ }
+ while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
+ return res;
}
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+void display() {
+ glClearColor(0.5, 0.5, 0.5, 1);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
-GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- GLfloat colors[] = {
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ glUseProgram(getUtilProg()->progId);
+ setProjectionAndViewUniforms(getUtilProg()->progId);
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ glUseProgram(pbrProg->progId);
+ setProjectionAndViewUniforms(pbrProg->progId);
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ 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;
+ }
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ 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);
+ }
+ }
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ 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]));
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1
- };
+ glm::vec3 targetPos(sin(d) * 2 - 2, 2, 0);
+ Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} };
+ drawLight(targetLight);
+ inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), targetPos);
- GLuint numVerts = 18;
+ /* std::array<glm::vec3, 3> jointPositions; std::array<float, 2> jointDistances; */
- GLuint vbo;
- glGenBuffers(1, &vbo);
+ /* std::array<std::string, 3> jointNames = { "Bottom Bone", "Middle Bone", "Top Bone" }; */
+ /* for (int i = 0; i < 3; i++) { */
+ /* glm::mat4 trans; */
+ /* findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), &trans); */
+ /* jointPositions[i] = glm::vec3(trans[3]); */
- GLuint vao;
- glGenVertexArrays(1, &vao);
+ /* if (i > 0) */
+ /* jointDistances[i - 1] = glm::distance(jointPositions[i], jointPositions[i - 1]); */
+ /* } */
- GLuint posId = glGetAttribLocation(progId, "vPosition");
- GLuint colorId = glGetAttribLocation(progId, "vColor");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+ /* glm::vec3 targetPos(sin(d * 10.f), cos(d * 10.f), 0); */
+ /* auto newPositions = fabrik(targetPos, jointPositions, jointDistances); */
- GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
- GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
- GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
+ /* for (int i = 0; i < 3; i++) { */
+ /* glm::mat4 absTrans(1); */
+ /* findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), */
+ /* &absTrans); */
+ /* glm::mat4 newAbsTrans = absTrans; */
+ /* newAbsTrans[3] = glm::vec4(newPositions[i], newAbsTrans[3][3]); */
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
+ /* auto node = sceneModel->getRoot()->ai.FindNode(jointNames[i].c_str()); */
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
+ /* auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */
- glBindVertexArray(vao);
+ /* node->mTransformation = mat4ToaiMatrix(newTrans); */
+ /* } */
+ /* 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}); */
- glEnableVertexAttribArray(posId);
- glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ sceneModel->draw(skyboxes[activeSkybox], d * 1000);
- glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
+ for (Light &light: lights) drawLight(light);
- glEnableVertexAttribArray(normalLoc);
- glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
+ // TODO: restore
+ /* if (discoLights) { */
+ /* for (int i = numLights - 3; i < numLights; i++) { */
+ /* Light l = { lightPositions[i], lightColors[i] }; */
+ /* drawLight(l); */
+ /* } */
+ /* } */
- return vao;
-}
+ skyboxes[activeSkybox].draw(projMat(), viewMat());
-vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
- vector<glm::vec3> triangles(6);
- triangles[0] = quads[0];
- triangles[1] = quads[1];
- triangles[2] = quads[2];
- triangles[3] = quads[2];
- triangles[4] = quads[3];
- triangles[5] = quads[0];
- return triangles;
+ glutSwapBuffers();
}
-template <typename T>
-void append(vector<T> &a, vector<T> &b) {
- a.insert(a.end(), b.begin(), b.end());
-};
-
void setupLightBuffers(GLuint progId) {
- vector<glm::vec3> vertices;
- glm::vec3 front[] = {
- glm::vec3(1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(1, 1, -1)
- };
- vector<glm::vec3> frontTriangles = quadToTriangles(front);
- append(vertices, frontTriangles);
-
- glm::vec3 back[] = {
- glm::vec3(1, 1, 1),
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(1, -1, 1)
- };
- vector<glm::vec3> backQuads = quadToTriangles(back);
- append(vertices, backQuads);
-
- glm::vec3 top[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, 1, 1),
- glm::vec3(1, 1, 1)
- };
- vector<glm::vec3> topTriangles = quadToTriangles(top);
- append(vertices, topTriangles);
-
- glm::vec3 bottom[] = {
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
- append(vertices, bottomTriangles);
-
- glm::vec3 left[] = {
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, 1)
- };
- vector<glm::vec3> leftTriangles = quadToTriangles(left);
- append(vertices, leftTriangles);
-
- glm::vec3 right[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(1, 1, 1),
- glm::vec3(1, -1, 1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> rightTriangles = quadToTriangles(right);
- append(vertices, rightTriangles);
+ auto vertices = cube();
GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
glGenVertexArrays(1, &lightVao);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
-void setupTeapotBuffers(GLuint progId) {
- GLuint vbos[2];
- glGenBuffers(2, vbos);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
- glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
- glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
-
- glGenVertexArrays(1, &teapotVao);
- glBindVertexArray(teapotVao);
- GLuint posLoc = glGetAttribLocation(progId, "vPosition");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+void init() {
+ initUtilProg();
- glEnableVertexAttribArray(posLoc);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
- glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
+ plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(plainProg->progId);
+ setupLightBuffers(plainProg->progId);
+ plainProg->validate();
- glEnableVertexAttribArray(normalLoc);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
- glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-}
+ 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")));
-void validateProgram(GLuint progId) {
- glValidateProgram(progId);
+ pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+ glUseProgram(pbrProg->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);
+ const std::string scenePath = "models/ik.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);
}
-}
-void init() {
- glm::vec3 vertices[18] = {
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
-
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1),
- glm::vec3(1, -1, 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
- // work out the normals
- glm::vec3 normals[18];
- for (int i = 0; i < 6; 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);
- }
- }
+ 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;
- gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
- glUseProgram(gradientProgId);
- pyramidVao = setupBuffers(vertices, normals, gradientProgId);
- validateProgram(gradientProgId);
+ camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z);
- solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl");
- glUseProgram(solidProgId);
- setupLightBuffers(solidProgId);
- validateProgram(solidProgId);
+ 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);
+ }
- normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
- glUseProgram(normalProgId);
- setupTeapotBuffers(normalProgId);
- validateProgram(normalProgId);
+ 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;
+
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
if (keyStates['w'])
zSpeed = 0.1f;
if (keyStates['s'])
ySpeed = 0.1f;
if (keyStates['e'])
ySpeed = -0.1f;
+#pragma clang diagnostic pop
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);
}
bool firstMouse = true;
void motion(int x, int y) {
+#ifdef ENABLE_MOVEMENT
if (firstMouse) {
prevMouseX = x;
prevMouseY = y;
front.y = sin(pitch);
front.z = cos(pitch) * sin(yaw);
camFront = glm::normalize(front);
+
+ if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
+ camUp = glm::vec3(0, -1, 0);
+ } else {
+ camUp = glm::vec3(0, 1, 0);
+ }
+#endif
}
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();