X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=281da276905660e1e4a5935c1caf961f9c53d97f;hp=16466005327c8ceef3d1afd2d6ecd9ddb367fa6b;hb=5e2b8438a1600a790dc105d25b7d5cd2278864aa;hpb=0291188124d08368ce28b308482604218bd75393 diff --git a/main.cpp b/main.cpp index 1646600..281da27 100644 --- a/main.cpp +++ b/main.cpp @@ -5,7 +5,6 @@ #include #ifdef __APPLE__ #include -#include "cocoa.h" #else #include #endif @@ -14,10 +13,14 @@ #include #include #include +#include +#include +#include #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 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 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 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/sphereMetal.gltf", *pbrProg, *skybox); - /* albedoMap = loadTexture("models/materials/streakedmetal/streakedmetal-albedo.png"); */ - /* metallicMap = loadTexture("models/materials/streakedmetal/streakedmetal-metalness.png"); */ - /* normalMap = loadTexture("models/materials/streakedmetal/streakedmetal-normal.png"); */ - /* roughnessMap = loadTexture("models/materials/streakedmetal/streakedmetal-roughness.png"); */ - /* aoMap = loadTexture("models/materials/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("Physically Based Rendering"); + glutInitWindowSize(windowWidth, windowHeight); + glutCreateWindow("Physically Based Rendering"); glutDisplayFunc(display); + glutReshapeFunc(reshape); glewInit(); init(); - swizzle(); - glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0);