9 #include <OpenGL/glew.h>
11 #include <GLUT/glut.h>
13 #include <glm/glm.hpp>
14 #include <glm/ext.hpp>
15 #include <glm/gtc/type_ptr.hpp>
17 #include "program.hpp"
21 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
27 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
29 Model *chest, *mirrorCube, *pbr;
30 GLuint albedoMap, metallicMap, roughnessMap, normalMap, aoMap;
32 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.f);
33 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
34 glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
35 float yaw = 1.57, pitch = 0;
36 bool doScale, doRotate, doTranslate;
43 std::vector<Light> lights = {
44 { glm::vec3(0, 0, 3), glm::vec3(1) },
45 { glm::vec3(0, 3, 0), glm::vec3(1) },
46 { glm::vec3(3, 0, 0), glm::vec3(1) },
47 { glm::vec3(3, 0, 0), glm::vec3(1) }
52 const int WIDTH = 800, HEIGHT = 600;
53 const float ASPECT = (float)WIDTH / (float)HEIGHT;
56 return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
60 return glm::lookAt(camPos, camPos + camFront, camUp);
63 void setProjectionAndViewUniforms(GLuint progId) {
64 GLuint projLoc = glGetUniformLocation(progId, "projection");
65 glm::mat4 proj = projMat();
66 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
68 GLuint viewLoc = glGetUniformLocation(progId, "view");
69 glm::mat4 view = viewMat();
70 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
72 GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
73 glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
76 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
77 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
78 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
80 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
81 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
83 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
84 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
87 void drawLight(Light &light) {
88 glUseProgram(plainProg->progId);
89 glBindVertexArray(lightVao);
90 setProjectionAndViewUniforms(plainProg->progId);
91 glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
92 model = glm::scale(model, glm::vec3(0.2));
93 GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
94 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
96 GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
97 glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
99 glDrawArrays(GL_TRIANGLES, 0, 36);
104 glClearColor(0.5, 0.5, 0.5, 1);
105 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
106 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
108 /* glm::vec4 lightColor(1, 1, 1, 1); */
110 /* drawLight(d, lightPos, lightColor); */
112 /* glUseProgram(textureProg->progId); */
113 /* setProjectionAndViewUniforms(textureProg->progId); */
114 /* setLightColorAndPos(textureProg->progId, lightPos, lightColor); */
116 /* Model::Node *top = chest->find("top"); */
117 /* top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); */
118 /* top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); */
119 /* top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); */
121 /* Model::Node *jewels = chest->find("jewels"); */
122 /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
124 /* Model::Node *lock = chest->find("lock"); */
125 /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
126 /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
127 /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
129 /* Model::Node *key = chest->find("key"); */
130 /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
134 /* mirrorCube->draw(); */
136 glUseProgram(pbrProg->progId);
137 setProjectionAndViewUniforms(pbrProg->progId);
139 glm::vec3 lightPositions[4], lightColors[4];
140 for (int i = 0; i < 4; i++) {
141 lightPositions[i] = lights[i].pos;
142 lightColors[i] = lights[i].color;
145 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
146 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
148 glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0);
149 glActiveTexture(GL_TEXTURE0);
150 glBindTexture(GL_TEXTURE_2D, albedoMap);
152 glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1);
153 glActiveTexture(GL_TEXTURE1);
154 glBindTexture(GL_TEXTURE_2D, normalMap);
156 glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2);
157 glActiveTexture(GL_TEXTURE2);
158 glBindTexture(GL_TEXTURE_2D, metallicMap);
160 glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3);
161 glActiveTexture(GL_TEXTURE3);
162 glBindTexture(GL_TEXTURE_2D, roughnessMap);
164 glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 4);
165 glActiveTexture(GL_TEXTURE4);
166 glBindTexture(GL_TEXTURE_2D, aoMap);
168 glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5);
169 glActiveTexture(GL_TEXTURE5);
170 glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap());
174 for (Light &light: lights) drawLight(light);
176 skybox->draw(projMat(), viewMat());
181 void setupLightBuffers(GLuint progId) {
182 auto vertices = cube();
183 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
185 glGenVertexArrays(1, &lightVao);
187 glBindVertexArray(lightVao);
188 glGenBuffers(1, &vbo);
189 glBindBuffer(GL_ARRAY_BUFFER, vbo);
190 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
191 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
192 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
193 glEnableVertexAttribArray(posLoc);
194 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
197 GLuint loadTexture(const std::string &path) {
200 glGenTextures(1, &texId);
201 glBindTexture(GL_TEXTURE_2D, texId);
202 glTexImage2D(GL_TEXTURE_2D, 0, img.format(), img.width(), img.height(), 0, img.format(), GL_UNSIGNED_BYTE, img.data());
203 glGenerateMipmap(GL_TEXTURE_2D);
208 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
209 glUseProgram(plainProg->progId);
210 setupLightBuffers(plainProg->progId);
211 plainProg->validate();
213 skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
215 /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
216 /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
217 /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
219 pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
220 glUseProgram(pbrProg->progId);
221 pbr = new Model("models/sphere.dae", *pbrProg, *skybox);
223 albedoMap = loadTexture("models/darktiles/darktiles1_basecolor.png");
224 metallicMap = loadTexture("models/darktiles/darktiles1_metallic.png");
225 normalMap = loadTexture("models/darktiles/darktiles1_normal.png");
226 roughnessMap = loadTexture("models/darktiles/darktiles1_roughness.png");
227 aoMap = loadTexture("models/darktiles/darktiles1_AO.png");
229 glEnable(GL_DEPTH_TEST);
230 glEnable(GL_CULL_FACE);
233 bool* keyStates = new bool[256];
235 void keyboard(unsigned char key, int x, int y) {
236 keyStates[key] = true;
240 doRotate = !doRotate;
242 doTranslate = !doTranslate;
245 void keyboardUp(unsigned char key, int x, int y) {
246 keyStates[key] = false;
250 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
264 if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
265 if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
266 if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
267 if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
268 if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
269 if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
271 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
273 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
275 glutTimerFunc(16, timer, 0);
278 int prevMouseX, prevMouseY;
279 bool firstMouse = true;
281 void motion(int x, int y) {
287 int dx = x - prevMouseX, dy = y - prevMouseY;
292 const float sensitivity = 0.005f;
293 yaw += dx * sensitivity;
294 pitch -= dy * sensitivity;
297 front.x = cos(pitch) * cos(yaw);
298 front.y = sin(pitch);
299 front.z = cos(pitch) * sin(yaw);
300 camFront = glm::normalize(front);
302 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
303 camUp = glm::vec3(0, -1, 0);
305 camUp = glm::vec3(0, 1, 0);
309 void mouse(int button, int state, int x, int y) {
310 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
314 int main(int argc, char** argv) {
315 glutInit(&argc, argv);
316 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
317 glutInitWindowSize(WIDTH, HEIGHT);
318 int win = glutCreateWindow("Hello Triangle");
319 glutDisplayFunc(display);
325 glutKeyboardFunc(keyboard);
326 glutKeyboardUpFunc(keyboardUp);
327 glutTimerFunc(16, timer, 0);
328 glutMotionFunc(motion);
329 glutMouseFunc(mouse);