X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=fd6159dcd3cf665ff0a822f52137646ed6b8c275;hp=4dd4e605963d7be0cc169e9fbeb92028baa2e30a;hb=4b4ca69c7cb67e03931d089a27cefa23be0544ac;hpb=8abaf8f77191e1c660def0832d8036a8b4639ba8 diff --git a/main.cpp b/main.cpp index 4dd4e60..fd6159d 100644 --- a/main.cpp +++ b/main.cpp @@ -13,9 +13,13 @@ #include #include #include +#include +#include +#include #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, *reflectProg; -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 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, *mirrorCube; -glm::vec3 lightPos(3); -const int WIDTH = 800, HEIGHT = 600; -const float ASPECT = (float)WIDTH / (float)HEIGHT; +struct Light { + glm::vec3 pos; + glm::vec3 color; +}; + +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) }, +}; + +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); } @@ -86,37 +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; - - glm::vec4 lightColor(1, 1, 1, 1); + glViewport(0, 0, windowWidth * 2, windowHeight * 2); - drawLight(d, lightPos, lightColor); + float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - glUseProgram(textureProg->progId); - setProjectionAndViewUniforms(textureProg->progId); - setLightColorAndPos(textureProg->progId, lightPos, lightColor); + glUseProgram(pbrProg->progId); + setProjectionAndViewUniforms(pbrProg->progId); - /* 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)); */ + glm::vec3 lightPositions[6], lightColors[6]; + for (int i = 0; i < 3; i++) { + lightPositions[i] = lights[i].pos; + lightColors[i] = lights[i].color; + } - /* Model::Node *jewels = chest->find("jewels"); */ - /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */ + 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 *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)); */ + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0])); + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0])); - /* Model::Node *key = chest->find("key"); */ - /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */ + /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */ + sceneModel->draw(skyboxes[activeSkybox], d * 1000); - /* chest->draw(); */ + for (Light &light: lights) drawLight(light); - mirrorCube->draw(); + if (discoLights) { + for (int i = 3; i < 6; i++) { + Light l { lightPositions[i], lightColors[i] }; + drawLight(l); + } + } - skybox->draw(projMat(), viewMat()); + skyboxes[activeSkybox].draw(projMat(), viewMat()); glutSwapBuffers(); } @@ -137,41 +177,79 @@ void setupLightBuffers(GLuint progId) { glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } +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); 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); + 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"))); - textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); - /* chest = new Model("models/chest.dae", *textureProg, *skybox); */ + 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); + } - mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); + 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) { @@ -193,12 +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; @@ -243,12 +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();