#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"
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<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;
struct Light {
glm::vec3 pos;
};
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) }
+ { 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;
-const int WIDTH = 800, HEIGHT = 600;
-const float ASPECT = (float)WIDTH / (float)HEIGHT;
+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() {
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)); */
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
- /* 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))); */
-
- /* chest->draw(); */
-
- /* mirrorCube->draw(); */
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
glUseProgram(pbrProg->progId);
setProjectionAndViewUniforms(pbrProg->progId);
- glm::vec3 lightPositions[4], lightColors[4];
- for (int i = 0; i < 4; i++) {
+ glm::vec3 lightPositions[6], lightColors[6];
+ for (int i = 0; i < 3; 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);
+ for (int i = 3; i < 6; i++) {
+ if (discoLights) {
+ 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);
+ }
+ }
- glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5);
- glActiveTexture(GL_TEXTURE5);
- glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap());
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
- pbr->draw();
+ /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+ sceneModel->draw(skyboxes[activeSkybox], d * 1000);
for (Light &light: lights) drawLight(light);
- skybox->draw(projMat(), viewMat());
+ if (discoLights) {
+ for (int i = 3; i < 6; i++) {
+ Light l { lightPositions[i], lightColors[i] };
+ drawLight(l);
+ }
+ }
+
+ skyboxes[activeSkybox].draw(projMat(), viewMat());
glutSwapBuffers();
}
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() {
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/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/sphere.dae", *pbrProg, *skybox);
- albedoMap = loadTexture("models/darktiles/darktiles1_basecolor.png");
- metallicMap = loadTexture("models/darktiles/darktiles1_metallic.png");
- normalMap = loadTexture("models/darktiles/darktiles1_normal.png");
- roughnessMap = loadTexture("models/darktiles/darktiles1_roughness.png");
- aoMap = loadTexture("models/darktiles/darktiles1_AO.png");
+ const aiScene *scene = importer.ReadFile("models/newtonsCradle.glb", aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
+ if (!scene) {
+ std::cerr << importer.GetErrorString() << std::endl;
+ exit(1);
+ }
+
+ if (scene->mNumCameras > 0) {
+ struct 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;
+ }
+
+ 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;
+ activeSkybox = (activeSkybox + 1) % skyboxes.size();
if (key == 'x')
- doRotate = !doRotate;
+ activeLight = (activeLight + 1) % lights.size();
if (key == 'c')
- doTranslate = !doTranslate;
+ discoLights = !discoLights;
}
void keyboardUp(unsigned char key, 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();