Load cameras and shuffle about model stuff
[opengl.git] / main.cpp
index e972167424e11636c9e8e2ae5b08ff09f0bf8a9a..325cd05772bf2cec40715d1d6f36416a9c3d0630 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -13,6 +13,9 @@
 #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"
@@ -29,11 +32,11 @@ Program *textureProg, *plainProg, *reflectProg, *pbrProg;
 std::vector<Skybox> skyboxes;
 int activeSkybox = 0;
 
-Model *chest, *mirrorCube, *pbr;
+Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
+Model *sceneModel;
 
-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);
+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;
 
 struct Light {
@@ -58,7 +61,7 @@ float aspect() {
 }      
 
 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() {
@@ -142,7 +145,7 @@ void display() {
        glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
 
        /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
-       pbr->draw(skyboxes[activeSkybox], d * 1000);
+        sceneModel->draw(skyboxes[activeSkybox], d * 1000);
 
         for (Light &light: lights) drawLight(light);
 
@@ -174,6 +177,21 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
+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() {
        plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
        glUseProgram(plainProg->progId);
@@ -186,7 +204,33 @@ void init() {
 
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
-       pbr = new Model("models/newtonsCradle.glb", *pbrProg);
+
+       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); 
@@ -285,7 +329,7 @@ int main(int argc, char** argv) {
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
        glutInitWindowSize(windowWidth, windowHeight);
-       int win = glutCreateWindow("Physically Based Rendering");
+       glutCreateWindow("Physically Based Rendering");
        glutDisplayFunc(display);
        glutReshapeFunc(reshape);