New skyboxes
[opengl.git] / main.cpp
index 613d67914eb7f943efa4fb50515f774fffbd9d32..fd6159dcd3cf665ff0a822f52137646ed6b8c275 100644 (file)
--- a/main.cpp
+++ b/main.cpp
 #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"
+#include "image.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -23,22 +27,41 @@ using namespace std;
 
 GLuint lightVao;
 
-Program *textureProg, *plainProg;
-Skybox *skybox;
+Program *textureProg, *plainProg, *reflectProg, *pbrProg;
 
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  0.0f);
-glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
-glm::vec3 camUp    = glm::vec3(0.0f, 1.0f,  0.0f);
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
+
+Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
+Model *sceneModel;
+
+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;
-bool doScale, doRotate, doTranslate;
-Model *chest;
-glm::vec3 lightPos(0);
 
-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(fov, aspect(), znear, zfar);
 }
 
 glm::mat4 viewMat() {
@@ -53,6 +76,9 @@ 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 +92,17 @@ 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);
 }
@@ -86,36 +111,52 @@ 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;
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 
-       skybox->draw(projMat(), viewMat());
+       float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
-       glm::vec4 lightColor(1, 1, 1, 1);
+       glUseProgram(pbrProg->progId);
+       setProjectionAndViewUniforms(pbrProg->progId);
 
-       drawLight(d, lightPos, lightColor);
+       glm::vec3 lightPositions[6], lightColors[6];
+       for (int i = 0; i < 3; i++) {
+               lightPositions[i] = lights[i].pos;
+               lightColors[i] = lights[i].color;
+       }
 
-       glUseProgram(textureProg->progId);
-       setProjectionAndViewUniforms(textureProg->progId);
-       setLightColorAndPos(textureProg->progId, lightPos, lightColor);
+       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 *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));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
 
-       /* Model::Node *jewels = chest->find("jewels"); */
-       /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
+       /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+        sceneModel->draw(skyboxes[activeSkybox], d * 1000);
 
-       /* 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)); */
+        for (Light &light: lights) drawLight(light);
 
-       /* Model::Node *key = chest->find("key"); */
-       /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
+       if (discoLights) {
+               for (int i = 3; i < 6; i++) {
+                       Light l { lightPositions[i], lightColors[i] };
+                       drawLight(l);
+               }
+       }
 
-       /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
-       chest->draw();
+       skyboxes[activeSkybox].draw(projMat(), viewMat());
 
        glutSwapBuffers();
 }
@@ -136,54 +177,79 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
-void validateProgram(GLuint progId) {
-       glValidateProgram(progId);
-       
-       GLint success;
-       glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetProgramInfoLog(progId, sizeof(log), NULL, log);
-               fprintf(stderr, "error: %s\n", log);
-               exit(1);
+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);
        setupLightBuffers(plainProg->progId);
-       validateProgram(plainProg->progId);
+       plainProg->validate();
 
-       textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
-       glUseProgram(textureProg->progId);
+       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")));
 
-       chest = new Model("models/chest.dae", *textureProg);
+       pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
+       glUseProgram(pbrProg->progId);
 
-       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);
+       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); 
+       // prevent edge artifacts in specular cubemaps
+       glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
+       glViewport(0, 0, windowWidth, windowHeight);
 }
 
-bool* keyStates = new bool[256];
+bool keyStates[256] = {false};
 
 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) {
@@ -205,12 +271,12 @@ 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;
@@ -255,12 +321,17 @@ 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);
+       glutCreateWindow("Physically Based Rendering");
        glutDisplayFunc(display);
+       glutReshapeFunc(reshape);
 
        glewInit();