X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=9464e9ec5044181c2ab0340ab1a1169d7dc7be28;hp=4dd4e605963d7be0cc169e9fbeb92028baa2e30a;hb=d80972d96e5fcd444657f937ab2700039efa83d2;hpb=8abaf8f77191e1c660def0832d8036a8b4639ba8 diff --git a/main.cpp b/main.cpp index 4dd4e60..9464e9e 100644 --- a/main.cpp +++ b/main.cpp @@ -5,6 +5,7 @@ #include #ifdef __APPLE__ #include +#include "cocoa.h" #else #include #endif @@ -16,6 +17,7 @@ #include "model.hpp" #include "program.hpp" #include "skybox.hpp" +#include "image.hpp" #pragma clang diagnostic ignored "-Wdeprecated-declarations" @@ -23,16 +25,30 @@ using namespace std; GLuint lightVao; -Program *textureProg, *plainProg, *reflectProg; +Program *textureProg, *plainProg, *reflectProg, *pbrProg; Skybox *skybox; +Model *chest, *mirrorCube, *pbr; +GLuint albedoMap, metallicMap, roughnessMap, normalMap, aoMap; -glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f); +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); + +struct Light { + glm::vec3 pos; + glm::vec3 color; +}; + +std::vector 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) } +}; + +int activeLight = 0; const int WIDTH = 800, HEIGHT = 600; const float ASPECT = (float)WIDTH / (float)HEIGHT; @@ -53,6 +69,9 @@ 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 +85,17 @@ 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); } @@ -88,13 +106,13 @@ void display() { 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); + /* glm::vec4 lightColor(1, 1, 1, 1); */ - drawLight(d, lightPos, lightColor); + /* drawLight(d, lightPos, lightColor); */ - glUseProgram(textureProg->progId); - setProjectionAndViewUniforms(textureProg->progId); - setLightColorAndPos(textureProg->progId, lightPos, lightColor); + /* 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)); */ @@ -114,7 +132,55 @@ void display() { /* chest->draw(); */ - mirrorCube->draw(); + /* mirrorCube->draw(); */ + + glUseProgram(pbrProg->progId); + setProjectionAndViewUniforms(pbrProg->progId); + + glm::vec3 lightPositions[4], lightColors[4]; + for (int i = 0; i < 4; 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); + + glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 4); + glActiveTexture(GL_TEXTURE4); + glBindTexture(GL_TEXTURE_2D, aoMap); + + glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5); + glActiveTexture(GL_TEXTURE5); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap()); + + glUniform1i(glGetUniformLocation(pbrProg->progId, "prefilterMap"), 6); + glActiveTexture(GL_TEXTURE6); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getPrefilterMap()); + + glUniform1i(glGetUniformLocation(pbrProg->progId, "brdfMap"), 7); + glActiveTexture(GL_TEXTURE7); + glBindTexture(GL_TEXTURE_2D, skybox->getBRDFMap()); + + pbr->draw(); + + for (Light &light: lights) drawLight(light); skybox->draw(projMat(), viewMat()); @@ -137,29 +203,42 @@ 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(); - std::vector 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); + skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr")); - textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); + /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */ /* chest = new Model("models/chest.dae", *textureProg, *skybox); */ + /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */ + + pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl"); + glUseProgram(pbrProg->progId); + pbr = new Model("models/sphere.dae", *pbrProg, *skybox); - mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); + albedoMap = loadTexture("models/streakedmetal/streakedmetal_albedo.png"); + metallicMap = loadTexture("models/streakedmetal/streakedmetal_metalness.png"); + normalMap = loadTexture("models/streakedmetal/streakedmetal_normal.png"); + roughnessMap = loadTexture("models/streakedmetal/streakedmetal_roughness.png"); + aoMap = loadTexture("models/streakedmetal/streakedmetal_ao.png"); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); + // prevent edge artifacts in specular cubemaps + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); } bool* keyStates = new bool[256]; @@ -193,12 +272,12 @@ 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; @@ -254,6 +333,8 @@ int main(int argc, char** argv) { init(); + swizzle(); + glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0);