float yaw = 1.57, pitch = 0;
struct Light {
- glm::vec3 pos;
+ glm::mat4 trans;
glm::vec3 color;
};
-std::vector<Light> lights = {
- { 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;
+std::vector<Light> lights;
bool discoLights = false;
glUseProgram(plainProg->progId);
glBindVertexArray(lightVao);
setProjectionAndViewUniforms(plainProg->progId);
- glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
- 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));
glUseProgram(pbrProg->progId);
setProjectionAndViewUniforms(pbrProg->progId);
- glm::vec3 lightPositions[6], lightColors[6];
- for (int i = 0; i < 3; i++) {
- lightPositions[i] = lights[i].pos;
+ 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;
}
- for (int i = 3; i < 6; i++) {
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) 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);
+ 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);
}
}
- glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
- glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
+ 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]));
/* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */
/* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */
for (Light &light: lights) drawLight(light);
- if (discoLights) {
- for (int i = 3; i < 6; i++) {
- Light l { lightPositions[i], lightColors[i] };
- drawLight(l);
- }
- }
+ // TODO: restore
+ /* if (discoLights) { */
+ /* for (int i = numLights - 3; i < numLights; i++) { */
+ /* Light l = { lightPositions[i], lightColors[i] }; */
+ /* drawLight(l); */
+ /* } */
+ /* } */
skyboxes[activeSkybox].draw(projMat(), viewMat());
setupLightBuffers(plainProg->progId);
plainProg->validate();
+ 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")));
pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
glUseProgram(pbrProg->progId);
- const std::string scenePath = "models/ik.glb";
+ const std::string scenePath = "models/newtonsCradle.glb";
const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
if (!scene) {
std::cerr << importer.GetErrorString() << std::endl;
}
if (scene->mNumCameras > 0) {
- struct aiCamera *cam = scene->mCameras[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
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);
keyStates[key] = true;
if (key == 'z')
activeSkybox = (activeSkybox + 1) % skyboxes.size();
- if (key == 'x')
- activeLight = (activeLight + 1) % lights.size();
if (key == 'c')
discoLights = !discoLights;
}
if (keyStates['e'])
ySpeed = -0.1f;
- if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
- if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
- if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
- if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
- if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
- if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
-
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);