X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=281da276905660e1e4a5935c1caf961f9c53d97f;hp=a82fc962f53e57ccf5a461348b245aa3887c9564;hb=5e2b8438a1600a790dc105d25b7d5cd2278864aa;hpb=610bb8ddab4ec871cadfed0a0b66695b8fea41a4 diff --git a/main.cpp b/main.cpp index a82fc96..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" @@ -30,25 +33,19 @@ Program *textureProg, *plainProg, *reflectProg, *pbrProg; std::vector skyboxes; int activeSkybox = 0; -Model *chest, *mirrorCube, *pbr; +Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears! +Model *sceneModel; -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); +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; struct Light { - glm::vec3 pos; + glm::mat4 trans; glm::vec3 color; }; -std::vector lights = { - { glm::vec3(5, 2, -5), glm::vec3(1) }, - { glm::vec3(0, 2, -5), glm::vec3(1) }, - { glm::vec3(-5, 2, -5), glm::vec3(1) }, -}; - -int activeLight = 0; +std::vector lights; bool discoLights = false; @@ -59,7 +56,7 @@ float aspect() { } 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() { @@ -94,8 +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)); @@ -113,46 +109,50 @@ void display() { float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; + glUseProgram(getUtilProg()->progId); + setProjectionAndViewUniforms(getUtilProg()->progId); + glUseProgram(pbrProg->progId); setProjectionAndViewUniforms(pbrProg->progId); - glm::vec3 lightPositions[6], lightColors[6]; - for (int i = 0; i < 3; 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; } - for (int i = 3; i < 6; i++) { 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) lightColors[i].x = sin(d); - if (i == 4) lightColors[i].y = cos(d * 3); - if (i == 5) lightColors[i].z = cos(d); - } else { - lightPositions[i] = glm::vec3(0); - lightColors[i] = glm::vec3(0); + 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); } } - glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0])); - glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0])); + 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->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */ - pbr->draw(skyboxes[activeSkybox], d * 1000); + /* 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); - if (discoLights) { - for (int i = 3; i < 6; i++) { - Light l { lightPositions[i], lightColors[i] }; - drawLight(l); - } - } + // 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()); @@ -175,19 +175,72 @@ void setupLightBuffers(GLuint progId) { glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } +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(); skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr"))); - skyboxes.push_back(Skybox(Image("skyboxes/monumentValley/Road_to_MonumentValley_Ref.hdr"))); - skyboxes.push_back(Skybox(Image("skyboxes/factory/Factory_Catwalk_2k.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/newtonsCradle.gltf", *pbrProg); + + 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); @@ -197,14 +250,12 @@ void init() { 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') activeSkybox = (activeSkybox + 1) % skyboxes.size(); - if (key == 'x') - activeLight = (activeLight + 1) % lights.size(); if (key == 'c') discoLights = !discoLights; } @@ -213,7 +264,10 @@ 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; @@ -228,16 +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); } @@ -246,6 +294,7 @@ int prevMouseX, prevMouseY; bool firstMouse = true; void motion(int x, int y) { +#ifdef ENABLE_MOVEMENT if (firstMouse) { prevMouseX = x; prevMouseY = y; @@ -271,6 +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) { @@ -286,8 +336,7 @@ int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE); glutInitWindowSize(windowWidth, windowHeight); - int win = glutCreateWindow("Physically Based Rendering"); - makeRetina(); + glutCreateWindow("Physically Based Rendering"); glutDisplayFunc(display); glutReshapeFunc(reshape);