X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=fd6159dcd3cf665ff0a822f52137646ed6b8c275;hp=e972167424e11636c9e8e2ae5b08ff09f0bf8a9a;hb=4b4ca69c7cb67e03931d089a27cefa23be0544ac;hpb=ceae87033f199ea0288399b5876fa4d1451eae3e diff --git a/main.cpp b/main.cpp index e972167..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" @@ -29,11 +32,11 @@ Program *textureProg, *plainProg, *reflectProg, *pbrProg; std::vector skyboxes; int activeSkybox = 0; -Model *chest, *mirrorCube, *pbr; +Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears! +Model *sceneModel; -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); +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; struct Light { @@ -58,7 +61,7 @@ float aspect() { } 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() { @@ -142,7 +145,7 @@ void display() { glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0])); /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */ - pbr->draw(skyboxes[activeSkybox], d * 1000); + sceneModel->draw(skyboxes[activeSkybox], d * 1000); for (Light &light: lights) drawLight(light); @@ -174,19 +177,60 @@ 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(); - 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"))); + 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/newtonsCradle.glb", *pbrProg); + + 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); @@ -285,7 +329,7 @@ int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE); glutInitWindowSize(windowWidth, windowHeight); - int win = glutCreateWindow("Physically Based Rendering"); + glutCreateWindow("Physically Based Rendering"); glutDisplayFunc(display); glutReshapeFunc(reshape);