X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=fd6159dcd3cf665ff0a822f52137646ed6b8c275;hp=8fbff622b06ec1440851b33cdd69aeda1f46d0b8;hb=4b4ca69c7cb67e03931d089a27cefa23be0544ac;hpb=9e43c799021b7bcca324b988aae44e98b05d10b4 diff --git a/main.cpp b/main.cpp index 8fbff62..fd6159d 100644 --- a/main.cpp +++ b/main.cpp @@ -13,6 +13,9 @@ #include #include #include +#include +#include +#include #include "model.hpp" #include "program.hpp" #include "skybox.hpp" @@ -25,15 +28,16 @@ using namespace std; GLuint lightVao; 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, -5.f); -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; struct Light { glm::vec3 pos; @@ -41,19 +45,23 @@ struct Light { }; 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) } + { 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; -const int WIDTH = 800, HEIGHT = 600; -const float ASPECT = (float)WIDTH / (float)HEIGHT; +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() { @@ -103,77 +111,52 @@ void drawLight(Light &light) { 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); */ - - /* drawLight(d, 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)); */ - /* 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)); */ + glViewport(0, 0, windowWidth * 2, windowHeight * 2); - /* 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->draw(); */ - - /* mirrorCube->draw(); */ + float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; glUseProgram(pbrProg->progId); setProjectionAndViewUniforms(pbrProg->progId); - glm::vec3 lightPositions[4], lightColors[4]; - for (int i = 0; i < 4; i++) { + glm::vec3 lightPositions[6], lightColors[6]; + for (int i = 0; i < 3; 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); + 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); + } + } - glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5); - glActiveTexture(GL_TEXTURE5); - glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap()); + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0])); + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0])); - pbr->draw(); + /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */ + sceneModel->draw(skyboxes[activeSkybox], d * 1000); for (Light &light: lights) drawLight(light); - skybox->draw(projMat(), viewMat()); + if (discoLights) { + for (int i = 3; i < 6; i++) { + Light l { lightPositions[i], lightColors[i] }; + drawLight(l); + } + } + + skyboxes[activeSkybox].draw(projMat(), viewMat()); glutSwapBuffers(); } @@ -194,14 +177,19 @@ 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; +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() { @@ -210,36 +198,58 @@ void init() { setupLightBuffers(plainProg->progId); plainProg->validate(); - skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr")); - - /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */ - /* chest = new Model("models/chest.dae", *textureProg, *skybox); */ - /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */ + 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); - pbr = new Model("models/sphere.dae", *pbrProg, *skybox); - albedoMap = loadTexture("models/darktiles/darktiles1_basecolor.png"); - metallicMap = loadTexture("models/darktiles/darktiles1_metallic.png"); - normalMap = loadTexture("models/darktiles/darktiles1_normal.png"); - roughnessMap = loadTexture("models/darktiles/darktiles1_roughness.png"); - aoMap = loadTexture("models/darktiles/darktiles1_AO.png"); + 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) { @@ -311,12 +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();