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 Model *chest, *mirrorCube, *pbr;
31 GLuint albedoMap, metallicMap, roughnessMap, normalMap, aoMap;
33 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.f);
34 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
35 glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
36 float yaw = 1.57, pitch = 0;
37 bool doScale, doRotate, doTranslate;
44 std::vector<Light> lights = {
45 { glm::vec3(0, 0, 3), glm::vec3(1) },
46 { glm::vec3(0, 3, 0), glm::vec3(1) },
47 { glm::vec3(3, 0, 0), glm::vec3(1) },
48 { glm::vec3(3, 0, 0), glm::vec3(1) }
53 const int WIDTH = 800, HEIGHT = 600;
54 const float ASPECT = (float)WIDTH / (float)HEIGHT;
57 return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
61 return glm::lookAt(camPos, camPos + camFront, camUp);
64 void setProjectionAndViewUniforms(GLuint progId) {
65 GLuint projLoc = glGetUniformLocation(progId, "projection");
66 glm::mat4 proj = projMat();
67 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
69 GLuint viewLoc = glGetUniformLocation(progId, "view");
70 glm::mat4 view = viewMat();
71 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
73 GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
74 glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
77 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
78 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
79 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
81 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
82 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
84 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
85 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
88 void drawLight(Light &light) {
89 glUseProgram(plainProg->progId);
90 glBindVertexArray(lightVao);
91 setProjectionAndViewUniforms(plainProg->progId);
92 glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
93 model = glm::scale(model, glm::vec3(0.2));
94 GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
95 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
97 GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
98 glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
100 glDrawArrays(GL_TRIANGLES, 0, 36);
105 glClearColor(0.5, 0.5, 0.5, 1);
106 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
107 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
109 /* glm::vec4 lightColor(1, 1, 1, 1); */
111 /* drawLight(d, lightPos, lightColor); */
113 /* glUseProgram(textureProg->progId); */
114 /* setProjectionAndViewUniforms(textureProg->progId); */
115 /* setLightColorAndPos(textureProg->progId, lightPos, lightColor); */
117 /* Model::Node *top = chest->find("top"); */
118 /* top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); */
119 /* top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); */
120 /* top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); */
122 /* Model::Node *jewels = chest->find("jewels"); */
123 /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
125 /* Model::Node *lock = chest->find("lock"); */
126 /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
127 /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
128 /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
130 /* Model::Node *key = chest->find("key"); */
131 /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
135 /* mirrorCube->draw(); */
137 glUseProgram(pbrProg->progId);
138 setProjectionAndViewUniforms(pbrProg->progId);
140 glm::vec3 lightPositions[4], lightColors[4];
141 for (int i = 0; i < 4; i++) {
142 lightPositions[i] = lights[i].pos;
143 lightColors[i] = lights[i].color;
146 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
147 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
149 glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0);
150 glActiveTexture(GL_TEXTURE0);
151 glBindTexture(GL_TEXTURE_2D, albedoMap);
153 glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1);
154 glActiveTexture(GL_TEXTURE1);
155 glBindTexture(GL_TEXTURE_2D, normalMap);
157 glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2);
158 glActiveTexture(GL_TEXTURE2);
159 glBindTexture(GL_TEXTURE_2D, metallicMap);
161 glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3);
162 glActiveTexture(GL_TEXTURE3);
163 glBindTexture(GL_TEXTURE_2D, roughnessMap);
165 glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 4);
166 glActiveTexture(GL_TEXTURE4);
167 glBindTexture(GL_TEXTURE_2D, aoMap);
169 glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5);
170 glActiveTexture(GL_TEXTURE5);
171 glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap());
173 glUniform1i(glGetUniformLocation(pbrProg->progId, "prefilterMap"), 6);
174 glActiveTexture(GL_TEXTURE6);
175 glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getPrefilterMap());
177 glUniform1i(glGetUniformLocation(pbrProg->progId, "brdfMap"), 7);
178 glActiveTexture(GL_TEXTURE7);
179 glBindTexture(GL_TEXTURE_2D, skybox->getBRDFMap());
183 for (Light &light: lights) drawLight(light);
185 skybox->draw(projMat(), viewMat());
190 void setupLightBuffers(GLuint progId) {
191 auto vertices = cube();
192 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
194 glGenVertexArrays(1, &lightVao);
196 glBindVertexArray(lightVao);
197 glGenBuffers(1, &vbo);
198 glBindBuffer(GL_ARRAY_BUFFER, vbo);
199 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
200 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
201 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
202 glEnableVertexAttribArray(posLoc);
203 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
206 GLuint loadTexture(const std::string &path) {
209 glGenTextures(1, &texId);
210 glBindTexture(GL_TEXTURE_2D, texId);
211 glTexImage2D(GL_TEXTURE_2D, 0, img.format(), img.width(), img.height(), 0, img.format(), GL_UNSIGNED_BYTE, img.data());
212 glGenerateMipmap(GL_TEXTURE_2D);
217 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
218 glUseProgram(plainProg->progId);
219 setupLightBuffers(plainProg->progId);
220 plainProg->validate();
222 skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
224 /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
225 /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
226 /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */
228 pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
229 glUseProgram(pbrProg->progId);
230 pbr = new Model("models/sphere.dae", *pbrProg, *skybox);
232 albedoMap = loadTexture("models/streakedmetal/streakedmetal_albedo.png");
233 metallicMap = loadTexture("models/streakedmetal/streakedmetal_metalness.png");
234 normalMap = loadTexture("models/streakedmetal/streakedmetal_normal.png");
235 roughnessMap = loadTexture("models/streakedmetal/streakedmetal_roughness.png");
236 aoMap = loadTexture("models/streakedmetal/streakedmetal_ao.png");
238 glEnable(GL_DEPTH_TEST);
239 glEnable(GL_CULL_FACE);
240 // prevent edge artifacts in specular cubemaps
241 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
244 bool* keyStates = new bool[256];
246 void keyboard(unsigned char key, int x, int y) {
247 keyStates[key] = true;
251 doRotate = !doRotate;
253 doTranslate = !doTranslate;
256 void keyboardUp(unsigned char key, int x, int y) {
257 keyStates[key] = false;
261 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
275 if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
276 if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
277 if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
278 if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
279 if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
280 if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
282 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
284 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
286 glutTimerFunc(16, timer, 0);
289 int prevMouseX, prevMouseY;
290 bool firstMouse = true;
292 void motion(int x, int y) {
298 int dx = x - prevMouseX, dy = y - prevMouseY;
303 const float sensitivity = 0.005f;
304 yaw += dx * sensitivity;
305 pitch -= dy * sensitivity;
308 front.x = cos(pitch) * cos(yaw);
309 front.y = sin(pitch);
310 front.z = cos(pitch) * sin(yaw);
311 camFront = glm::normalize(front);
313 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
314 camUp = glm::vec3(0, -1, 0);
316 camUp = glm::vec3(0, 1, 0);
320 void mouse(int button, int state, int x, int y) {
321 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
325 int main(int argc, char** argv) {
326 glutInit(&argc, argv);
327 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
328 glutInitWindowSize(WIDTH, HEIGHT);
329 int win = glutCreateWindow("Hello Triangle");
330 glutDisplayFunc(display);
338 glutKeyboardFunc(keyboard);
339 glutKeyboardUpFunc(keyboardUp);
340 glutTimerFunc(16, timer, 0);
341 glutMotionFunc(motion);
342 glutMouseFunc(mouse);