Final project!
[opengl.git] / main.cpp
index caaa2a308a507aec6985488c622b371fc12c05b4..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
@@ -25,15 +26,16 @@ using namespace std;
 GLuint lightVao;
 
 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
-Skybox *skybox;
+
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
+
 Model *chest, *mirrorCube, *pbr;
-GLuint albedoMap, metallicMap, roughnessMap, normalMap, aoMap;
                          
 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;
 
 struct Light {
        glm::vec3 pos;
@@ -41,19 +43,23 @@ struct Light {
 };
 
 std::vector<Light> lights = {
-       { glm::vec3(0, 0, 3), glm::vec3(1) },
-       { glm::vec3(0, 3, 0), glm::vec3(1) },
-       { glm::vec3(3, 0, 0), glm::vec3(1) },
-       { glm::vec3(3, 0, 0), glm::vec3(1) }
+       { 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;
 
-const int WIDTH = 800, HEIGHT = 600;
-const float ASPECT = (float)WIDTH / (float)HEIGHT;
+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() {
@@ -103,73 +109,52 @@ void drawLight(Light &light) {
 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); */
-
-       /* drawLight(d, lightPos, lightColor); */
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 
-       /* glUseProgram(textureProg->progId); */
-       /* setProjectionAndViewUniforms(textureProg->progId); */
-       /* setLightColorAndPos(textureProg->progId, lightPos, lightColor); */
-
-       /* 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)); */
-       
-       /* Model::Node *jewels = chest->find("jewels"); */
-       /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
-
-       /* 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)); */
-
-       /* Model::Node *key = chest->find("key"); */
-       /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
-       
-       /* chest->draw(); */
-
-       /* mirrorCube->draw(); */
+       float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
        glUseProgram(pbrProg->progId);
        setProjectionAndViewUniforms(pbrProg->progId);
 
-       glm::vec3 lightPositions[4], lightColors[4];
-       for (int i = 0; i < 4; i++) {
+       glm::vec3 lightPositions[6], lightColors[6];
+       for (int i = 0; i < 3; i++) {
                lightPositions[i] = lights[i].pos;
                lightColors[i] = lights[i].color;
        }
 
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
-
-       glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0);
-       glActiveTexture(GL_TEXTURE0);
-       glBindTexture(GL_TEXTURE_2D, albedoMap);
-
-       glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1);
-       glActiveTexture(GL_TEXTURE1);
-       glBindTexture(GL_TEXTURE_2D, normalMap);
-
-       glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2);
-       glActiveTexture(GL_TEXTURE2);
-       glBindTexture(GL_TEXTURE_2D, metallicMap);
-
-       glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3);
-       glActiveTexture(GL_TEXTURE3);
-       glBindTexture(GL_TEXTURE_2D, roughnessMap);
+       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);
+               }
+       }
        
-       glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 3);
-       glActiveTexture(GL_TEXTURE4);
-       glBindTexture(GL_TEXTURE_2D, aoMap);
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
 
-       pbr->draw();
+       /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+       pbr->draw(skyboxes[activeSkybox], d * 1000);
 
        for (Light &light: lights) drawLight(light);
 
-       skybox->draw(projMat(), viewMat());
+       if (discoLights) {
+               for (int i = 3; i < 6; i++) {
+                       Light l { lightPositions[i], lightColors[i] };
+                       drawLight(l);
+               }
+       }
+
+       skyboxes[activeSkybox].draw(projMat(), viewMat());
 
        glutSwapBuffers();
 }
@@ -190,40 +175,26 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
-GLuint loadTexture(const std::string &path) {
-       Image img(path);
-       GLuint texId;
-       glGenTextures(1, &texId);
-       glBindTexture(GL_TEXTURE_2D, texId);
-       glTexImage2D(GL_TEXTURE_2D, 0, img.format(), img.width(), img.height(), 0, img.format(), GL_UNSIGNED_BYTE, img.data());
-       glGenerateMipmap(GL_TEXTURE_2D);
-       return texId;
-}
-
 void init() {
        plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
        glUseProgram(plainProg->progId);
        setupLightBuffers(plainProg->progId);
        plainProg->validate();
 
-       skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr"));
-
-       /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */
-       /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
-       /* mirrorCube = new Model("models/mirrorCube.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")));
 
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
-       pbr = new Model("models/sphere.dae", *pbrProg, *skybox);
-
-       albedoMap = loadTexture("models/darktiles/darktiles1_basecolor.png");
-       metallicMap = loadTexture("models/darktiles/darktiles1_metallic.png");
-       normalMap = loadTexture("models/darktiles/darktiles1_normal.png");
-       roughnessMap = loadTexture("models/darktiles/darktiles1_roughness.png");
-       aoMap = loadTexture("models/darktiles/darktiles1_AO.png");
+       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];
@@ -231,11 +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) {
@@ -307,12 +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();