Final project!
[opengl.git] / main.cpp
index 4dd4e605963d7be0cc169e9fbeb92028baa2e30a..a82fc962f53e57ccf5a461348b245aa3887c9564 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -5,6 +5,7 @@
 #include <vector>
 #ifdef __APPLE__
 #include <GL/glew.h>
+#include "cocoa.h"
 #else
 #include <OpenGL/glew.h>
 #endif
@@ -16,6 +17,7 @@
 #include "model.hpp"
 #include "program.hpp"
 #include "skybox.hpp"
+#include "image.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -23,22 +25,41 @@ using namespace std;
 
 GLuint lightVao;
 
-Program *textureProg, *plainProg, *reflectProg;
-Skybox *skybox;
+Program *textureProg, *plainProg, *reflectProg, *pbrProg;
 
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  0.0f);
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
+
+Model *chest, *mirrorCube, *pbr;
+                         
+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);
 float yaw = 1.57, pitch = 0;
-bool doScale, doRotate, doTranslate;
-Model *chest, *mirrorCube;
-glm::vec3 lightPos(3);
 
-const int WIDTH = 800, HEIGHT = 600;
-const float ASPECT = (float)WIDTH / (float)HEIGHT;
+struct Light {
+       glm::vec3 pos;
+       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;
+
+bool discoLights = false;
+
+int windowWidth = 800, windowHeight = 600;
+
+float aspect() {
+       return (float)windowWidth / (float)windowHeight;
+}      
 
 glm::mat4 projMat() {
-       return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+       return glm::perspective(glm::radians(45.f), aspect(), 0.01f, 10000.f);
 }
 
 glm::mat4 viewMat() {
@@ -53,6 +74,9 @@ void setProjectionAndViewUniforms(GLuint progId) {
        GLuint viewLoc = glGetUniformLocation(progId, "view");
        glm::mat4 view = viewMat();
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+
+       GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
+       glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
 }
 
 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
@@ -66,18 +90,17 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor
        glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
-void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+void drawLight(Light &light) {
        glUseProgram(plainProg->progId);
        glBindVertexArray(lightVao);
        setProjectionAndViewUniforms(plainProg->progId);
-       glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
+       glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
        model = glm::scale(model, glm::vec3(0.2));
        GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
 
        GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
-       glm::vec4 color(lightColor);
-       glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+       glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
                
        glDrawArrays(GL_TRIANGLES, 0, 36);
 }
@@ -86,37 +109,52 @@ void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
 void display() {
        glClearColor(0.5, 0.5, 0.5, 1);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
-       float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
-
-       glm::vec4 lightColor(1, 1, 1, 1);
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 
-       drawLight(d, lightPos, lightColor);
+       float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
-       glUseProgram(textureProg->progId);
-       setProjectionAndViewUniforms(textureProg->progId);
-       setLightColorAndPos(textureProg->progId, lightPos, lightColor);
+       glUseProgram(pbrProg->progId);
+       setProjectionAndViewUniforms(pbrProg->progId);
 
-       /* Model::Node *top = chest->find("top"); */
-       /* top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); */
-       /* top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); */
-       /* top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); */
+       glm::vec3 lightPositions[6], lightColors[6];
+       for (int i = 0; i < 3; i++) {
+               lightPositions[i] = lights[i].pos;
+               lightColors[i] = lights[i].color;
+       }
 
-       /* Model::Node *jewels = chest->find("jewels"); */
-       /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
+       for (int i = 3; i < 6; i++) {
+               if (discoLights) {
+                       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);
+               }
+       }
        
-       /* Model::Node *lock = chest->find("lock"); */
-       /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
-       /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
-       /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
 
-       /* Model::Node *key = chest->find("key"); */
-       /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
+       /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+       pbr->draw(skyboxes[activeSkybox], d * 1000);
 
-       /* chest->draw(); */
+       for (Light &light: lights) drawLight(light);
 
-       mirrorCube->draw();
+       if (discoLights) {
+               for (int i = 3; i < 6; i++) {
+                       Light l { lightPositions[i], lightColors[i] };
+                       drawLight(l);
+               }
+       }
 
-       skybox->draw(projMat(), viewMat());
+       skyboxes[activeSkybox].draw(projMat(), viewMat());
 
        glutSwapBuffers();
 }
@@ -143,23 +181,20 @@ void init() {
        setupLightBuffers(plainProg->progId);
        plainProg->validate();
 
-       std::vector<std::string> faces = {
-               "models/skybox/right.jpg",
-               "models/skybox/left.jpg",
-               "models/skybox/top.jpg",
-               "models/skybox/bottom.jpg",
-               "models/skybox/front.jpg",
-               "models/skybox/back.jpg"
-       };
-       skybox = new Skybox(faces);
-
-       textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
-       /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
+       skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
+       skyboxes.push_back(Skybox(Image("skyboxes/monumentValley/Road_to_MonumentValley_Ref.hdr")));
+       skyboxes.push_back(Skybox(Image("skyboxes/factory/Factory_Catwalk_2k.hdr")));
 
-       mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox);
+       pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+       glUseProgram(pbrProg->progId);
+       pbr = new Model("models/newtonsCradle.gltf", *pbrProg);
 
        glEnable(GL_DEPTH_TEST); 
        glEnable(GL_CULL_FACE); 
+       // prevent edge artifacts in specular cubemaps
+       glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
+       glViewport(0, 0, windowWidth, windowHeight);
 }
 
 bool* keyStates = new bool[256];
@@ -167,11 +202,11 @@ bool* keyStates = new bool[256];
 void keyboard(unsigned char key, int x, int y) {
        keyStates[key] = true;
        if (key == 'z')
-               doScale = !doScale;
+               activeSkybox = (activeSkybox + 1) % skyboxes.size();
        if (key == 'x')
-               doRotate = !doRotate;
+               activeLight = (activeLight + 1) % lights.size();
        if (key == 'c')
-               doTranslate = !doTranslate;
+               discoLights = !discoLights;
 }
 
 void keyboardUp(unsigned char key, int x, int y) {
@@ -193,12 +228,12 @@ void timer(int _) {
        if (keyStates['e'])
                ySpeed = -0.1f;
 
-       if (keyStates['j']) lightPos.z += 0.1f;
-       if (keyStates['k']) lightPos.z -= 0.1f;
-       if (keyStates['h']) lightPos.x -= 0.1f;
-       if (keyStates['l']) lightPos.x += 0.1f;
-       if (keyStates['m']) lightPos.y -= 0.1f;
-       if (keyStates['n']) lightPos.y += 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;
@@ -243,12 +278,18 @@ void mouse(int button, int state, int x, int y) {
                firstMouse = true;
 }
 
+void reshape(int newWidth, int newHeight) {
+       windowWidth = newWidth, windowHeight = newHeight;
+}
+
 int main(int argc, char** argv) {
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
-       glutInitWindowSize(WIDTH, HEIGHT);
-       int win = glutCreateWindow("Hello Triangle");
+       glutInitWindowSize(windowWidth, windowHeight);
+       int win = glutCreateWindow("Physically Based Rendering");
+       makeRetina();
        glutDisplayFunc(display);
+       glutReshapeFunc(reshape);
 
        glewInit();