10 #include <OpenGL/glew.h>
12 #include <GLUT/glut.h>
14 #include <glm/glm.hpp>
15 #include <glm/ext.hpp>
16 #include <glm/gtc/type_ptr.hpp>
18 #include "program.hpp"
22 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
28 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
30 std::vector<Skybox> skyboxes;
33 Model *chest, *mirrorCube, *pbr;
35 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.f);
36 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
37 glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
38 float yaw = 1.57, pitch = 0;
45 std::vector<Light> lights = {
46 { glm::vec3(5, 2, -5), glm::vec3(1) },
47 { glm::vec3(0, 2, -5), glm::vec3(1) },
48 { glm::vec3(-5, 2, -5), glm::vec3(1) },
53 bool discoLights = false;
55 int windowWidth = 800, windowHeight = 600;
58 return (float)windowWidth / (float)windowHeight;
62 return glm::perspective(glm::radians(45.f), aspect(), 0.01f, 10000.f);
66 return glm::lookAt(camPos, camPos + camFront, camUp);
69 void setProjectionAndViewUniforms(GLuint progId) {
70 GLuint projLoc = glGetUniformLocation(progId, "projection");
71 glm::mat4 proj = projMat();
72 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
74 GLuint viewLoc = glGetUniformLocation(progId, "view");
75 glm::mat4 view = viewMat();
76 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
78 GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
79 glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
82 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
83 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
84 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
86 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
87 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
89 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
90 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
93 void drawLight(Light &light) {
94 glUseProgram(plainProg->progId);
95 glBindVertexArray(lightVao);
96 setProjectionAndViewUniforms(plainProg->progId);
97 glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
98 model = glm::scale(model, glm::vec3(0.2));
99 GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
100 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
102 GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
103 glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
105 glDrawArrays(GL_TRIANGLES, 0, 36);
110 glClearColor(0.5, 0.5, 0.5, 1);
111 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
112 glViewport(0, 0, windowWidth * 2, windowHeight * 2);
114 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
116 glUseProgram(pbrProg->progId);
117 setProjectionAndViewUniforms(pbrProg->progId);
119 glm::vec3 lightPositions[6], lightColors[6];
120 for (int i = 0; i < 3; i++) {
121 lightPositions[i] = lights[i].pos;
122 lightColors[i] = lights[i].color;
125 for (int i = 3; i < 6; i++) {
127 auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
128 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
129 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
130 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
131 lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
132 lightColors[i] = glm::vec3(0.2);
133 if (i == 3) lightColors[i].x = sin(d);
134 if (i == 4) lightColors[i].y = cos(d * 3);
135 if (i == 5) lightColors[i].z = cos(d);
137 lightPositions[i] = glm::vec3(0);
138 lightColors[i] = glm::vec3(0);
142 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
143 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
145 /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
146 pbr->draw(skyboxes[activeSkybox], d * 1000);
148 for (Light &light: lights) drawLight(light);
151 for (int i = 3; i < 6; i++) {
152 Light l { lightPositions[i], lightColors[i] };
157 skyboxes[activeSkybox].draw(projMat(), viewMat());
162 void setupLightBuffers(GLuint progId) {
163 auto vertices = cube();
164 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
166 glGenVertexArrays(1, &lightVao);
168 glBindVertexArray(lightVao);
169 glGenBuffers(1, &vbo);
170 glBindBuffer(GL_ARRAY_BUFFER, vbo);
171 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
172 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
173 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
174 glEnableVertexAttribArray(posLoc);
175 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
179 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
180 glUseProgram(plainProg->progId);
181 setupLightBuffers(plainProg->progId);
182 plainProg->validate();
184 skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
185 skyboxes.push_back(Skybox(Image("skyboxes/monumentValley/Road_to_MonumentValley_Ref.hdr")));
186 skyboxes.push_back(Skybox(Image("skyboxes/factory/Factory_Catwalk_2k.hdr")));
188 pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
189 glUseProgram(pbrProg->progId);
190 pbr = new Model("models/newtonsCradle.gltf", *pbrProg);
192 glEnable(GL_DEPTH_TEST);
193 glEnable(GL_CULL_FACE);
194 // prevent edge artifacts in specular cubemaps
195 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
197 glViewport(0, 0, windowWidth, windowHeight);
200 bool* keyStates = new bool[256];
202 void keyboard(unsigned char key, int x, int y) {
203 keyStates[key] = true;
205 activeSkybox = (activeSkybox + 1) % skyboxes.size();
207 activeLight = (activeLight + 1) % lights.size();
209 discoLights = !discoLights;
212 void keyboardUp(unsigned char key, int x, int y) {
213 keyStates[key] = false;
217 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
231 if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
232 if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
233 if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
234 if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
235 if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
236 if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
238 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
240 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
242 glutTimerFunc(16, timer, 0);
245 int prevMouseX, prevMouseY;
246 bool firstMouse = true;
248 void motion(int x, int y) {
254 int dx = x - prevMouseX, dy = y - prevMouseY;
259 const float sensitivity = 0.005f;
260 yaw += dx * sensitivity;
261 pitch -= dy * sensitivity;
264 front.x = cos(pitch) * cos(yaw);
265 front.y = sin(pitch);
266 front.z = cos(pitch) * sin(yaw);
267 camFront = glm::normalize(front);
269 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
270 camUp = glm::vec3(0, -1, 0);
272 camUp = glm::vec3(0, 1, 0);
276 void mouse(int button, int state, int x, int y) {
277 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
281 void reshape(int newWidth, int newHeight) {
282 windowWidth = newWidth, windowHeight = newHeight;
285 int main(int argc, char** argv) {
286 glutInit(&argc, argv);
287 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
288 glutInitWindowSize(windowWidth, windowHeight);
289 int win = glutCreateWindow("Physically Based Rendering");
291 glutDisplayFunc(display);
292 glutReshapeFunc(reshape);
298 glutKeyboardFunc(keyboard);
299 glutKeyboardUpFunc(keyboardUp);
300 glutTimerFunc(16, timer, 0);
301 glutMotionFunc(motion);
302 glutMouseFunc(mouse);