X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=0b7cb229dd745e09d405234bfe89b5f107eab389;hp=ef18bf2f72de2475d2f8fda9270445bc1f146524;hb=d0c631f46c6db417e013b1bc0edec24cb9c2824a;hpb=526f5c3dc0302e541c95ed2198ce8fdb5cdd0b99 diff --git a/main.cpp b/main.cpp index ef18bf2..0b7cb22 100644 --- a/main.cpp +++ b/main.cpp @@ -1,8 +1,6 @@ #include #include #include -#include -#include #include #include #ifdef __APPLE__ @@ -11,231 +9,191 @@ #include #endif #include +#include "shapes.hpp" #include #include #include +#include "model.hpp" +#include "program.hpp" +#include "skybox.hpp" +#include "image.hpp" #pragma clang diagnostic ignored "-Wdeprecated-declarations" using namespace std; -GLuint* vaos; -GLuint progId; -glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f); -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; - -void display() { - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - glUseProgram(progId); - glBindVertexArray(vaos[0]); +GLuint lightVao; - float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; +Program *textureProg, *plainProg, *reflectProg, *pbrProg; - GLuint projId = glGetUniformLocation(progId, "projection"); - glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f); - glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj)); +std::vector skyboxes; +int activeSkybox = 0; - GLuint viewId = glGetUniformLocation(progId, "view"); - glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp); - glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view)); +Model *chest, *mirrorCube, *pbr; - GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos"); - glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, 0);//10 * cos(d)); - glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); - - GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos"); - glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); - - GLuint modelId = glGetUniformLocation(progId, "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)); +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; - 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)); - } +struct Light { + glm::vec3 pos; + glm::vec3 color; +}; - if (doScale) - model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f)); +std::vector 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) }, +}; - if (doTranslate) - model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4)))); +int activeLight = 0; +bool discoLights = false; - glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model)); +int windowWidth = 800, windowHeight = 600; - glDrawArrays(GL_TRIANGLES, 0, 12); - } - glutSwapBuffers(); +float aspect() { + return (float)windowWidth / (float)windowHeight; } -void attachShader(GLuint progId, const char* filePath, GLenum type) { - GLuint shader = glCreateShader(type); - - if (!shader) { - fprintf(stderr, "error creating shader\n"); - exit(1); +glm::mat4 projMat() { + return glm::perspective(glm::radians(45.f), aspect(), 0.01f, 10000.f); } - 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); - } - glAttachShader(progId, shader); +glm::mat4 viewMat() { + return glm::lookAt(camPos, camPos + camFront, camUp); } -GLuint compileShaders(char* vertexShader, char* fragmentShader) { - GLuint progId = glCreateProgram(); +void setProjectionAndViewUniforms(GLuint progId) { + GLuint projLoc = glGetUniformLocation(progId, "projection"); + glm::mat4 proj = projMat(); + glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj)); - attachShader(progId, vertexShader, GL_VERTEX_SHADER); - attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER); - - 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); - } + GLuint viewLoc = glGetUniformLocation(progId, "view"); + glm::mat4 view = viewMat(); + glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); - return progId; + GLuint camPosLoc = glGetUniformLocation(progId, "camPos"); + glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos)); } -#define BUFFER_OFFSET(i) ((char *)NULL + (i)) +void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) { + GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor"); + glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor)); -GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) { + GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos"); + glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); - GLfloat colors[] = { - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos"); + glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); +} - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, +void drawLight(Light &light) { + glUseProgram(plainProg->progId); + glBindVertexArray(lightVao); + 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(plainProg->progId, "model"); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color"); + glUniform4fv(colorLoc, 1, glm::value_ptr(light.color)); - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1 - }; + glDrawArrays(GL_TRIANGLES, 0, 36); +} - GLuint numVerts = 12; - GLuint vbo; - glGenBuffers(1, &vbo); +void display() { + glClearColor(0.5, 0.5, 0.5, 1); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glViewport(0, 0, windowWidth * 2, windowHeight * 2); - GLuint vao; - glGenVertexArrays(1, &vao); + float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - GLuint posId = glGetAttribLocation(progId, "vPosition"); - GLuint colorId = glGetAttribLocation(progId, "vColor"); - GLuint normalLoc = glGetAttribLocation(progId, "vNormal"); + glUseProgram(pbrProg->progId); + setProjectionAndViewUniforms(pbrProg->progId); - GLuint vertsLen = numVerts * 3 * sizeof(GLfloat); - GLuint colorsLen = numVerts * 4 * sizeof(GLfloat); - GLuint normalLen = numVerts * 3 * sizeof(GLfloat); + glm::vec3 lightPositions[6], lightColors[6]; + for (int i = 0; i < 3; i++) { + lightPositions[i] = lights[i].pos; + lightColors[i] = lights[i].color; + } - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW); + 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); + } + } - 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])); + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0])); + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0])); - glBindVertexArray(vao); + /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */ + pbr->draw(skyboxes[activeSkybox], d * 1000); - glEnableVertexAttribArray(posId); - glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0); + for (Light &light: lights) drawLight(light); - glEnableVertexAttribArray(colorId); - glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen)); + if (discoLights) { + for (int i = 3; i < 6; i++) { + Light l { lightPositions[i], lightColors[i] }; + drawLight(l); + } + } - glEnableVertexAttribArray(normalLoc); - glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen)); + skyboxes[activeSkybox].draw(projMat(), viewMat()); - return vao; + glutSwapBuffers(); } -void validateProgram(GLuint progId) { - glValidateProgram(progId); +void setupLightBuffers(GLuint progId) { + auto vertices = cube(); + GLuint verticesSize = 36 * 3 * sizeof(GLfloat); - 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); - } + glGenVertexArrays(1, &lightVao); + GLuint vbo; + glBindVertexArray(lightVao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0])); + GLuint posLoc = glGetAttribLocation(progId, "vPosition"); + glEnableVertexAttribArray(posLoc); + glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } void init() { - glm::vec3 vertices[12] = { - 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) - }; - - // work out the normals - glm::vec3 normals[12]; - for (int i = 0; i < 4; 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); - } - } + plainProg = new Program("plainvertex.glsl", "plainfrag.glsl"); + glUseProgram(plainProg->progId); + setupLightBuffers(plainProg->progId); + plainProg->validate(); - vaos = new GLuint[2]; + 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"))); - progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl"); - glUseProgram(progId); - vaos[0] = setupBuffers(vertices, normals, progId); - validateProgram(progId); + pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl"); + glUseProgram(pbrProg->progId); + pbr = new Model("models/newtonsCradle.glb", *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]; @@ -243,11 +201,11 @@ 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) { @@ -269,6 +227,13 @@ void timer(int _) { if (keyStates['e']) ySpeed = -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; camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw); @@ -299,6 +264,12 @@ void motion(int x, int y) { front.y = sin(pitch); front.z = cos(pitch) * sin(yaw); camFront = glm::normalize(front); + + if (pitch < -1.57079632679 || pitch >= 1.57079632679) { + camUp = glm::vec3(0, -1, 0); + } else { + camUp = glm::vec3(0, 1, 0); + } } void mouse(int button, int state, int x, int y) { @@ -306,12 +277,17 @@ 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(800, 600); - int win = glutCreateWindow("Hello Triangle"); + glutInitWindowSize(windowWidth, windowHeight); + int win = glutCreateWindow("Physically Based Rendering"); glutDisplayFunc(display); + glutReshapeFunc(reshape); glewInit();