New skyboxes
[opengl.git] / main.cpp
index 727c5ffd8b63a63ab32a604590619b4cb59ca01e..fd6159dcd3cf665ff0a822f52137646ed6b8c275 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -1,8 +1,6 @@
 #include <stdio.h>
 #include <stdlib.h>
 #include <iostream>
-#include <fstream>
-#include <sstream>
 #include <array>
 #include <vector>
 #ifdef __APPLE__
 #include <OpenGL/glew.h>
 #endif
 #include <GLUT/glut.h>
+#include "shapes.hpp"
 #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 "teapot.h"
+#include "program.hpp"
+#include "skybox.hpp"
+#include "image.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
 using namespace std;
 
-GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -10.0f);
-glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
-glm::vec3 camUp    = glm::vec3(0.0f, 1.0f,  0.0f);
+GLuint lightVao;
+
+Program *textureProg, *plainProg, *reflectProg, *pbrProg;
+
+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 *monkeyHead, *chest;
-glm::vec3 chestPos(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(fov, aspect(), znear, zfar);
+}
+
+glm::mat4 viewMat() {
+       return glm::lookAt(camPos, camPos + camFront, camUp);
+}
 
 void setProjectionAndViewUniforms(GLuint progId) {
        GLuint projLoc = glGetUniformLocation(progId, "projection");
-       glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+       glm::mat4 proj = projMat();
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
 
        GLuint viewLoc = glGetUniformLocation(progId, "view");
-       glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
+       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) {
        GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
        glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
 
-       GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
+       GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
        glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
 
-       GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos");
+       GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
        glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
-void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
-       glUseProgram(plainProgId);
+void drawLight(Light &light) {
+       glUseProgram(plainProg->progId);
        glBindVertexArray(lightVao);
-       setProjectionAndViewUniforms(plainProgId);
-       glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
+       setProjectionAndViewUniforms(plainProg->progId);
+       glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
        model = glm::scale(model, glm::vec3(0.2));
-       GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
+       GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
 
-       GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
-       glm::vec4 color(lightColor);
-       glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+       GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
+       glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
                
        glDrawArrays(GL_TRIANGLES, 0, 36);
-};
-
-void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
-       glUseProgram(gradientProgId);
-       glBindVertexArray(pyramidVao);
-       setProjectionAndViewUniforms(gradientProgId);
-
-       setLightColorAndPos(gradientProgId, lightPos, lightColor);
-
-       GLuint modelId = glGetUniformLocation(gradientProgId, "model");
-
-       for (int i = 0; i < 10; i++) {
-
-               glm::mat4 model = glm::mat4(1.f);
-
-               model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
-               
-               if (doRotate) {
-                       model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
-                       model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
-               }
-               
-               if (doScale)
-                       model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
-
-               if (doTranslate)
-                       model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
-       
-
-               glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-               
-               glDrawArrays(GL_TRIANGLES, 0, 18);
-       }
-
-};
-
-enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
-
-void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
-       glUseProgram(normalProgId);
-       
-       GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
-       GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
-       switch (proj) {
-       case teapotCamera:
-               setProjectionAndViewUniforms(normalProgId);
-               break;
-       case teapotOrtho:
-               {
-                       glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
-                       glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
-
-                       glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
-                       glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
-                       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
 }
-               break;
-       case teapotPerspStatic:
-       case teapotPerspAnimated:
-               {
-                       float fov = glm::radians(45.f);
-                       if (proj == teapotPerspAnimated)
-                               fov += glm::radians(sin(d) * 30.f);
-                       glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
-                       glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
 
-                       glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
-                       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
-               }
-               break;
-       }
-       setLightColorAndPos(normalProgId, lightPos, lightColor);
-       glBindVertexArray(teapotVao);
-       GLuint modelId = glGetUniformLocation(normalProgId, "model");
-       glm::mat4 model(1);
-       model = glm::scale(model, glm::vec3(0.3));
-       if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
-       glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
-       glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
-}
 
 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::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10); */
-       glm::vec3 lightPos = glm::vec3(0, 10, 10);
-       glm::vec4 lightColor(1, 1, 1, 1);
-
-       glViewport(0, 0, WIDTH, HEIGHT);
-       /* drawPyramids(d, lightPos, lightColor); */
-       drawLight(d, lightPos, lightColor);
-
-       glUseProgram(solidProgId);
-       setProjectionAndViewUniforms(solidProgId);
-       setLightColorAndPos(solidProgId, lightPos, lightColor);
-       
-       GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
-       glm::vec4 c(1);
-       glUniform4fv(colorLoc, 1, glm::value_ptr(c));
-
-       monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
-       monkeyHead->draw();
-
-       glUseProgram(textureProgId);
-       setProjectionAndViewUniforms(textureProgId);
-       setLightColorAndPos(textureProgId, 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->getRoot()->model = glm::translate(glm::mat4(1), chestPos);
-       chest->draw();
-       
-       /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
-
-       /* glClear(GL_DEPTH_BUFFER_BIT); */
-
-       /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
-
-       /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
-
-       /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
-
-       /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
-       /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
-
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 
-       glutSwapBuffers();
-}
+       float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
 
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
-       GLuint shader = glCreateShader(type);
+       glUseProgram(pbrProg->progId);
+       setProjectionAndViewUniforms(pbrProg->progId);
 
-       if (!shader) {
-               fprintf(stderr, "error creating shader\n");
-               exit(1);
+       glm::vec3 lightPositions[6], lightColors[6];
+       for (int i = 0; i < 3; i++) {
+               lightPositions[i] = lights[i].pos;
+               lightColors[i] = lights[i].color;
        }
 
-       ifstream file(filePath);
-       stringstream buffer;
-       buffer << file.rdbuf();
-       string str = buffer.str();
-       const char* contents = str.c_str();
-
-       glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
-       glCompileShader(shader);
-       GLint success;
-       glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetShaderInfoLog(shader, 1024, NULL, log);
-               fprintf(stderr, "error: %s\n", log);
-               exit(1);
+       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);
                }
-       glAttachShader(progId, shader);
        }
        
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
-       GLuint progId = glCreateProgram();
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
+       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
 
-       attachShader(progId, vertexShader, GL_VERTEX_SHADER);
-       attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
+       /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+        sceneModel->draw(skyboxes[activeSkybox], d * 1000);
 
-       glLinkProgram(progId);
-       GLint success = 0;
-       glGetProgramiv(progId, GL_LINK_STATUS, &success);
-       if (!success) {
-               GLchar log[1024];
-               glGetProgramInfoLog(progId, sizeof(log), NULL, log);
-               fprintf(stderr, "error linking: %s\n", log);
-               exit(1);
-       }
+        for (Light &light: lights) drawLight(light);
 
-       return progId;
+       if (discoLights) {
+               for (int i = 3; i < 6; i++) {
+                       Light l { lightPositions[i], lightColors[i] };
+                       drawLight(l);
                }
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-
-GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
-
-       GLfloat colors[] = {
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1,
-               
-               0, 1, 0, 1,
-               1, 0, 0, 1,
-               0, 0, 1, 1
-       };
-
-       GLuint numVerts = 18;
-
-       GLuint vbo;
-       glGenBuffers(1, &vbo);
-
-       GLuint vao;
-       glGenVertexArrays(1, &vao);
-
-       GLuint posId = glGetAttribLocation(progId, "vPosition");
-       GLuint colorId = glGetAttribLocation(progId, "vColor");
-       GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
-
-       GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
-       GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
-       GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
-
-       glBindBuffer(GL_ARRAY_BUFFER, vbo);
-       glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
-
-       glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
-       glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
-       glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
-       
-       glBindVertexArray(vao);
-
-       glEnableVertexAttribArray(posId);
-       glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
-       glEnableVertexAttribArray(colorId);
-       glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
-
-       glEnableVertexAttribArray(normalLoc);
-       glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
-
-       return vao;
        }
 
-vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
-       vector<glm::vec3> triangles(6);
-       triangles[0] = quads[0];
-       triangles[1] = quads[1];
-       triangles[2] = quads[2];
-       triangles[3] = quads[2];
-       triangles[4] = quads[3];
-       triangles[5] = quads[0];
-       return triangles;
-}
+       skyboxes[activeSkybox].draw(projMat(), viewMat());
 
-template <typename T>
-void append(vector<T> &a, vector<T> &b) {
-       a.insert(a.end(), b.begin(), b.end());
-};
+       glutSwapBuffers();
+}
 
 void setupLightBuffers(GLuint progId) {
-       vector<glm::vec3> vertices;
-       glm::vec3 front[] = {
-               glm::vec3(1, -1, -1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(-1, 1, -1),
-               glm::vec3(1, 1, -1)
-       };
-       vector<glm::vec3> frontTriangles = quadToTriangles(front);
-       append(vertices, frontTriangles);
-
-       glm::vec3 back[] = {
-               glm::vec3(1, 1, 1),
-               glm::vec3(-1, 1, 1),
-               glm::vec3(-1, -1, 1),
-               glm::vec3(1, -1, 1)
-       };
-       vector<glm::vec3> backQuads = quadToTriangles(back);
-       append(vertices, backQuads);
-
-       glm::vec3 top[] = {
-               glm::vec3(1, 1, -1),
-               glm::vec3(-1, 1, -1),
-               glm::vec3(-1, 1, 1),
-               glm::vec3(1, 1, 1)
-       };
-       vector<glm::vec3> topTriangles = quadToTriangles(top);
-       append(vertices, topTriangles);
-
-       glm::vec3 bottom[] = {
-               glm::vec3(1, -1, 1),
-               glm::vec3(-1, -1, 1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(1, -1, -1)
-       };
-       vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
-       append(vertices, bottomTriangles);
-
-       glm::vec3 left[] = {
-               glm::vec3(-1, 1, 1),
-               glm::vec3(-1, 1, -1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(-1, -1, 1)
-       };
-       vector<glm::vec3> leftTriangles = quadToTriangles(left);
-       append(vertices, leftTriangles);
-
-       glm::vec3 right[] = {
-               glm::vec3(1, 1, -1),
-               glm::vec3(1, 1, 1),
-               glm::vec3(1, -1, 1),
-               glm::vec3(1, -1, -1)
-       };
-       vector<glm::vec3> rightTriangles = quadToTriangles(right);
-       append(vertices, rightTriangles);
+       auto vertices = cube();
        GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
 
        glGenVertexArrays(1, &lightVao);
@@ -416,122 +177,79 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
-void setupTeapotBuffers(GLuint progId) {
-       GLuint vbos[2];
-       glGenBuffers(2, vbos);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
-       glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
-       glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
-
-       glGenVertexArrays(1, &teapotVao);
-       glBindVertexArray(teapotVao);
-
-       GLuint posLoc = glGetAttribLocation(progId, "vPosition");
-       GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
-
-       glEnableVertexAttribArray(posLoc);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
-       glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-       
-       glEnableVertexAttribArray(normalLoc);
-       glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
-       glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
+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;
                }
-
-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);
        }
+       return 1;
 }
 
 void init() {
-       glm::vec3 vertices[18] = {
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(1.0f, -1.0f, -1.0f),
-               glm::vec3(-1.0f, -1.0f, -1.0f),
-
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(-1.0f, -1.0f, 1.0f),
-               glm::vec3(1.0f, -1.0f, 1.0f),
-
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(-1.0f, -1.0f, -1.0f),
-               glm::vec3(-1.0f, -1.0f, 1.0f),
-
-               glm::vec3(0.0f, 1.0f, 0.0f),
-               glm::vec3(1.0f, -1.0f, 1.0f),
-               glm::vec3(1.0f, -1.0f, -1.0f),
-
-               glm::vec3(1, -1, 1),
-               glm::vec3(-1, -1, 1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(-1, -1, -1),
-               glm::vec3(1, -1, -1),
-               glm::vec3(1, -1, 1)
-       };
+       plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+       glUseProgram(plainProg->progId);
+       setupLightBuffers(plainProg->progId);
+       plainProg->validate();
 
-       // work out the normals
-       glm::vec3 normals[18];
-       for (int i = 0; i < 6; i++) {
-               glm::vec3 a = vertices[i * 3];
-               glm::vec3 b = vertices[i * 3 + 1];
-               glm::vec3 c = vertices[i * 3 + 2];
-               glm::vec3 u = glm::normalize(a - c);
-               glm::vec3 v = glm::normalize(b - c);
-               glm::vec3 norm = glm::normalize(glm::cross(v, u));
-               for(int j = 0; j < 3; j++) {
-                       normals[i * 3 + j] = -glm::vec3(norm);
-               }
+       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 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);
        }
 
-       gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
-       glUseProgram(gradientProgId);
-       pyramidVao = setupBuffers(vertices, normals, gradientProgId);
-       validateProgram(gradientProgId);
+       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
 
-       plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
-       glUseProgram(plainProgId);
-       setupLightBuffers(plainProgId);
-       validateProgram(plainProgId);
+               camPos = { camTrans[3][0], camTrans[3][1], camTrans[3][2] };
 
-       normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
-       glUseProgram(normalProgId);
-       setupTeapotBuffers(normalProgId);
-       validateProgram(normalProgId);
+               glm::vec3 camLookAt = glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z);
+               camFront = camLookAt - camPos;
 
-       solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
-       glUseProgram(solidProgId);
-       validateProgram(solidProgId);
+               camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z);
                
-       textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl");
-       glUseProgram(textureProgId);
-       validateProgram(textureProgId);
+               fov = cam->mHorizontalFOV;
+               // TODO: aspectRatio = cam->mAspect;
+               znear = cam->mClipPlaneNear;
+               zfar = cam->mClipPlaneFar;
+       }
 
-       monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
-       chest = new Model("chest.dae", textureProgId);
+       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) {
@@ -553,10 +271,12 @@ void timer(int _) {
        if (keyStates['e'])
                ySpeed = -0.1f;
 
-       if (keyStates['j']) chestPos.z += 0.1f;
-       if (keyStates['k']) chestPos.z -= 0.1f;
-       if (keyStates['h']) chestPos.x -= 0.1f;
-       if (keyStates['l']) chestPos.x += 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;
@@ -601,12 +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();