#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
+#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"
GLuint lightVao;
-Program *textureProg, *plainProg;
-Skybox *skybox;
+Program *textureProg, *plainProg, *reflectProg, *pbrProg;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
-glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
-glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
+std::vector<Skybox> 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;
-Model *chest;
-glm::vec3 lightPos(0);
-const int WIDTH = 800, HEIGHT = 600;
-const float ASPECT = (float)WIDTH / (float)HEIGHT;
+struct Light {
+ glm::mat4 trans;
+ glm::vec3 color;
+};
+
+std::vector<Light> lights;
+
+bool discoLights = false;
+
+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() {
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);
- 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));
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);
}
+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;
+ }
+ 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;
+}
+
+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;
+}
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);
+
float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- skybox->draw(projMat(), viewMat());
+ glUseProgram(getUtilProg()->progId);
+ setProjectionAndViewUniforms(getUtilProg()->progId);
- glm::vec4 lightColor(1, 1, 1, 1);
+ glUseProgram(pbrProg->progId);
+ setProjectionAndViewUniforms(pbrProg->progId);
- drawLight(d, lightPos, lightColor);
+ 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;
+ }
- glUseProgram(textureProg->progId);
- setProjectionAndViewUniforms(textureProg->progId);
- setLightColorAndPos(textureProg->progId, lightPos, lightColor);
+ 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);
+ }
+ }
- 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));
+ 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]));
+
+#ifdef COWEDBOY_IK
+ {
+ glm::vec3 targetPos(sin(d) * 2 + 3, -2, 1);
+ Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} };
+ drawLight(targetLight);
+ inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
+
+ targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 };
+ targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5} };
+ drawLight(targetLight);
+ inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos);
+ }
+#endif
- /* Model::Node *jewels = chest->find("jewels"); */
- /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
+ sceneModel->draw(skyboxes[activeSkybox], d * 1000);
- /* 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)); */
+ for (Light &light: lights) drawLight(light);
- /* Model::Node *key = chest->find("key"); */
- /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
+ // TODO: restore
+ /* if (discoLights) { */
+ /* for (int i = numLights - 3; i < numLights; i++) { */
+ /* Light l = { lightPositions[i], lightColors[i] }; */
+ /* drawLight(l); */
+ /* } */
+ /* } */
- /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
- chest->draw();
+ skyboxes[activeSkybox].draw(projMat(), viewMat());
glutSwapBuffers();
}
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
-void validateProgram(GLuint progId) {
- glValidateProgram(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);
- exit(1);
- }
-}
void init() {
+ initUtilProg();
+
plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
glUseProgram(plainProg->progId);
setupLightBuffers(plainProg->progId);
- validateProgram(plainProg->progId);
+ plainProg->validate();
- textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
- glUseProgram(textureProg->progId);
+ 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")));
- chest = new Model("models/chest.dae", *textureProg);
+ pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+ glUseProgram(pbrProg->progId);
- 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);
+ 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;
+ }
+
+ 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;
+
+#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;
-
- 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;
+#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;
} 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();