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ex32_textured_material.cpp
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ex32_textured_material.cpp
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#include <application.hpp>
#include <shader.hpp>
#include <utility>
#include <imgui-utils/utils.hpp>
#include <mesh/mesh.hpp>
#include <mesh/mesh-utils.hpp>
#include <texture/texture-utils.h>
#include <camera/camera.hpp>
#include <camera/controllers/fly_camera_controller.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <json/json.hpp>
#include <fstream>
#include <unordered_map>
#include <algorithm>
#include <cctype>
#include <string>
namespace glm {
template<length_t L, typename T, qualifier Q>
void from_json(const nlohmann::json& j, vec<L, T, Q>& v){
for(length_t index = 0; index < L; ++index)
v[index] = j[index].get<T>();
}
}
// To support textures in lit materials, we will include multiple texture maps in our struct.
// 1- Albedo: This will be used to define the diffuse component of the material.
// 2- Specular: This will be used to define the specular component of the material.
// 3- Roughness: This will be used to define the shininess (specular power) of the material.
// 4- Ambient Occlusion (AO): This will be used to define how much ambient each part of the model can receive.
// This is generated specifically for each model and it is multiplied by the albedo to retrieve the ambient component of the material.
// 5- Emissive: This will be used to fake objects that generate their own light. For example: lava, tv screens, etc.
// This component will not be affected by any of the lights in the scene.
// For each map (except AO), we have a tint to control the color without changing the texture.
// Since roughness is not a color, we define a range such that the value retrieved from the texture (which range from 0 to 1) can be mapped to a different range.
// So the roughness after remapping will be mix(roughness_range.x, roughness_range.y, texture(roughness_map, tex_coord).r)
struct Material {
std::string albedo_map, specular_map, roughness_map, ambient_occlusion_map, emissive_map;
glm::vec3 albedo_tint{}, specular_tint{}, emissive_tint{};
glm::vec2 roughness_range{};
};
void from_json(const nlohmann::json& j, Material& m){
m.albedo_map = j.value<std::string>("albedo_map", "white");
m.albedo_tint = j.value<glm::vec3>("albedo_tint", {1.0f, 1.0f, 1.0f});
m.specular_map = j.value<std::string>("specular_map", "black");
m.specular_tint = j.value<glm::vec3>("specular_tint", {1.0f, 1.0f, 1.0f});
m.roughness_map = j.value<std::string>("roughness_map", "white");
m.roughness_range = j.value<glm::vec2>("roughness_scale", {0.0f, 1.0f});
m.ambient_occlusion_map = j.value<std::string>("ambient_occlusion_map", "white");
m.emissive_map = j.value<std::string>("emissive_map", "black");
m.emissive_tint = j.value<glm::vec3>("emissive_tint", {1.0f, 1.0f, 1.0f});
}
struct Transform {
Material material;
glm::vec3 translation, rotation, scale;
std::optional<std::string> mesh;
std::unordered_map<std::string, std::shared_ptr<Transform>> children;
explicit Transform(
const Material& material = Material(),
const glm::vec3& translation = {0,0,0},
const glm::vec3& rotation = {0,0,0},
const glm::vec3& scale = {1,1,1},
std::optional<std::string> mesh = std::nullopt
): material(material), translation(translation), rotation(rotation), scale(scale), mesh(std::move(mesh)) {}
[[nodiscard]] glm::mat4 to_mat4() const {
return glm::translate(glm::mat4(1.0f), translation) *
glm::yawPitchRoll(rotation.y, rotation.x, rotation.z) *
glm::scale(glm::mat4(1.0f), scale);
}
};
enum class LightType {
DIRECTIONAL,
POINT,
SPOT
};
struct Light {
LightType type;
bool enabled;
// Note that we removed the 3 components and replaced it with color.
// This is a bit more realistic since light color shouldn't differ between diffuse and specular.
// But you may want to keep them separate if you want extra artistic control where you may want to ignore realism.
// Also, we no longer have an ambient term in the light. We will keep the ambient in a separate struct called "SkyLight".
glm::vec3 color;
glm::vec3 position; // Used for Point and Spot Lights only
glm::vec3 direction; // Used for Directional and Spot Lights only
struct {
float constant, linear, quadratic;
} attenuation; // Used for Point and Spot Lights only
struct {
float inner, outer;
} spot_angle; // Used for Spot Lights only
};
void from_json(const nlohmann::json& j, Light& l){
std::string type_name = j.value("type", "point");
std::transform(type_name.begin(), type_name.end(), type_name.begin(), [](char c){ return std::tolower(c); });
if(type_name == "directional") l.type = LightType::DIRECTIONAL;
else if(type_name == "spot") l.type = LightType::SPOT;
else l.type = LightType::POINT;
l.color = j.value<glm::vec3>("color", {1,1,1});
l.direction = j.value<glm::vec3>("direction", {0, -1, 0});
l.position = j.value<glm::vec3>("position", {0,0,0});
l.enabled = j.value("enabled", true);
if(auto it = j.find("attenuation"); it != j.end()){
auto& a = it.value();
l.attenuation.constant = a.value("constant", 0.0f);
l.attenuation.linear = a.value("linear", 0.0f);
l.attenuation.quadratic = a.value("quadratic", 1.0f);
} else {
l.attenuation = {0.0f, 0.0f, 1.0f};
}
if(auto it = j.find("spot_angle"); it != j.end()){
auto& a = it.value();
l.spot_angle.inner = a.value("inner", glm::quarter_pi<float>());
l.spot_angle.outer = a.value("outer", glm::half_pi<float>());
} else {
l.spot_angle = {glm::quarter_pi<float>(), glm::half_pi<float>()};
}
}
// Sky light will be used to fake ambient lighting that has different values based on whether the normal points towards the sky or the ground.
struct SkyLight {
bool enabled;
glm::vec3 top_color, middle_color, bottom_color;
};
void from_json(const nlohmann::json& j, SkyLight& l){
l.top_color = j.value<glm::vec3>("top_color", {0,0,0});
l.middle_color = j.value<glm::vec3>("middle_color", {0.5,0.5,0.5});
l.bottom_color = j.value<glm::vec3>("bottom_color", {1,1,1});
l.enabled = j.value("enabled", true);
}
class TexturedMaterialApplication : public our::Application {
our::ShaderProgram program, sky_program;
std::unordered_map<std::string, std::unique_ptr<our::Mesh>> meshes;
std::unordered_map<std::string, GLuint> textures;
GLuint sampler = 0;
std::shared_ptr<Transform> root;
our::Camera camera;
our::FlyCameraController camera_controller;
std::vector<Light> lights;
SkyLight sky_light{};
// This will control how bright the sky looks when drawn on the screen.
float sky_box_exposure = 2.0f;
our::WindowConfiguration getWindowConfiguration() override {
return { "Textured Material", {1280, 720}, false };
}
void onInitialize() override {
program.create();
// This shader is responsible for rendering the objects with the lights and textured materials.
program.attach("assets/shaders/ex29_light/light_transform.vert", GL_VERTEX_SHADER);
program.attach("assets/shaders/ex32_textured_material/light_array.frag", GL_FRAGMENT_SHADER);
program.link();
sky_program.create();
// This shader is responsible for rendering the sky box. (Not important for lighting but looks better than a blank background).
sky_program.attach("assets/shaders/ex32_textured_material/sky_transform.vert", GL_VERTEX_SHADER);
sky_program.attach("assets/shaders/ex32_textured_material/sky.frag", GL_FRAGMENT_SHADER);
sky_program.link();
meshes["suzanne"] = std::make_unique<our::Mesh>();
our::mesh_utils::loadOBJ(*(meshes["suzanne"]), "assets/models/Suzanne/Suzanne.obj");
meshes["house"] = std::make_unique<our::Mesh>();
our::mesh_utils::loadOBJ(*(meshes["house"]), "assets/models/House/House.obj");
meshes["plane"] = std::make_unique<our::Mesh>();
our::mesh_utils::Plane(*(meshes["plane"]), {1, 1}, false, {0, 0, 0}, {1, 1}, {0, 0}, {100, 100});
meshes["sphere"] = std::make_unique<our::Mesh>();
our::mesh_utils::Sphere(*(meshes["sphere"]), {32, 16}, false);
meshes["cube"] = std::make_unique<our::Mesh>();
our::mesh_utils::Cuboid(*(meshes["cube"]));
GLuint texture;
glGenTextures(1, &texture);
our::texture_utils::singleColor(texture, {255, 255, 255, 255});
textures["white"] = texture;
glGenTextures(1, &texture);
our::texture_utils::singleColor(texture, {0, 0, 0, 255});
textures["black"] = texture;
glGenTextures(1, &texture);
our::texture_utils::checkerBoard(texture, {256,256}, {128,128}, {255, 255, 255, 255}, {16, 16, 16, 255});
textures["checkerboard_albedo"] = texture;
glGenTextures(1, &texture);
our::texture_utils::checkerBoard(texture, {256,256}, {128,128}, {0, 0, 0, 255}, {255, 255, 255, 255});
textures["checkerboard_specular"] = texture;
glGenTextures(1, &texture);
our::texture_utils::checkerBoard(texture, {256,256}, {128,128}, {255, 255, 255, 255}, {64, 64, 64, 255});
textures["checkerboard_roughness"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/materials/asphalt/albedo.jpg");
textures["asphalt_albedo"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/materials/asphalt/specular.jpg");
textures["asphalt_specular"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImageGrayscale(texture, "assets/images/common/materials/asphalt/roughness.jpg");
textures["asphalt_roughness"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/materials/asphalt/emissive.jpg");
textures["asphalt_emissive"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/materials/metal/albedo.jpg");
textures["metal_albedo"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/materials/metal/specular.jpg");
textures["metal_specular"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImageGrayscale(texture, "assets/images/common/materials/metal/roughness.jpg");
textures["metal_roughness"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/materials/wood/albedo.jpg");
textures["wood_albedo"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/materials/wood/specular.jpg");
textures["wood_specular"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImageGrayscale(texture, "assets/images/common/materials/wood/roughness.jpg");
textures["wood_roughness"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImageGrayscale(texture, "assets/images/common/materials/suzanne/ambient_occlusion.jpg");
textures["suzanne_ambient_occlusion"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/models/House/House.jpeg");
textures["house"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/moon.jpg");
textures["moon"] = texture;
glGenSamplers(1, &sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
GLfloat max_anisotropy_upper_bound = 1.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy_upper_bound);
glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy_upper_bound);
// We will bind our sampler to all the units we will use.
// Since we have 5 maps in our material, we will need 5 units.
for(GLuint unit = 0; unit < 5; ++unit) glBindSampler(unit, sampler);
int width, height;
glfwGetFramebufferSize(window, &width, &height);
camera.setEyePosition({10, 10, 10});
camera.setTarget({0, 0, 0});
camera.setUp({0, 1, 0});
camera.setupPerspective(glm::pi<float>()/2, static_cast<float>(width)/height, 0.1f, 100.0f);
camera_controller.initialize(this, &camera);
camera_controller.setFieldOfViewSensitivity(0.05f );
std::ifstream file_in("assets/data/ex32_textured_material/scene.json");
nlohmann::json json;
file_in >> json;
file_in.close();
root = loadNode(json);
file_in.open("assets/data/ex32_textured_material/lights.json");
file_in >> json;
file_in.close();
sky_light = json.value("sky", SkyLight());
lights = json.value("lights", lights);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glClearColor(0.0,0.0,0.0, 1);
}
std::shared_ptr<Transform> loadNode(const nlohmann::json& json){
auto node = std::make_shared<Transform>(
json.value<Material>("material", Material()),
json.value<glm::vec3>("translation", {0, 0, 0}),
json.value<glm::vec3>("rotation", {0, 0, 0}),
json.value<glm::vec3>("scale", {1, 1, 1})
);
if(json.contains("mesh")){
node->mesh = json["mesh"].get<std::string>();
}
if(json.contains("children")){
for(auto& [name, child]: json["children"].items()){
node->children[name] = loadNode(child);
}
}
return node;
}
GLuint getTexture(const std::string& name){
if(auto it = textures.find(name); it != textures.end())
return it->second;
else
return 0;
}
void drawNode(const std::shared_ptr<Transform>& node, const glm::mat4& parent_transform_matrix, our::ShaderProgram& program){
glm::mat4 transform_matrix = parent_transform_matrix * node->to_mat4();
if(node->mesh.has_value()){
if(auto mesh_it = meshes.find(node->mesh.value()); mesh_it != meshes.end()) {
// For each model, we will send the model matrix, model inverse transpose and material properties.
program.set("object_to_world", transform_matrix);
program.set("object_to_world_inv_transpose", glm::inverse(transform_matrix), true);
program.set("material.albedo_tint", node->material.albedo_tint);
program.set("material.specular_tint", node->material.specular_tint);
program.set("material.roughness_range", node->material.roughness_range);
program.set("material.emissive_tint", node->material.emissive_tint);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, getTexture(node->material.albedo_map));
program.set("material.albedo_map", 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, getTexture(node->material.specular_map));
program.set("material.specular_map", 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, getTexture(node->material.ambient_occlusion_map));
program.set("material.ambient_occlusion_map", 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, getTexture(node->material.roughness_map));
program.set("material.roughness_map", 3);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, getTexture(node->material.emissive_map));
program.set("material.emissive_map", 4);
mesh_it->second->draw();
}
}
for(auto& [name, child]: node->children){
drawNode(child, transform_matrix, program);
}
}
void onDraw(double deltaTime) override {
camera_controller.update(deltaTime);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// From the camera, we will send the camera position and view-projection matrix.
program.set("camera_position", camera.getEyePosition());
program.set("view_projection", camera.getVPMatrix());
// For the sky light, we will send its data
program.set("sky_light.top_color", sky_light.enabled ? sky_light.top_color : glm::vec3(0.0f));
program.set("sky_light.middle_color", sky_light.enabled ? sky_light.middle_color : glm::vec3(0.0f));
program.set("sky_light.bottom_color", sky_light.enabled ? sky_light.bottom_color : glm::vec3(0.0f));
// We will go through all the lights and send the enabled ones to the shader.
int light_index = 0;
const int MAX_LIGHT_COUNT = 16;
for(const auto& light : lights) {
if(!light.enabled) continue;
std::string prefix = "lights[" + std::to_string(light_index) + "].";
program.set(prefix + "type", static_cast<int>(light.type));
program.set(prefix + "color", light.color);
switch (light.type) {
case LightType::DIRECTIONAL:
program.set(prefix + "direction", glm::normalize(light.direction));
break;
case LightType::POINT:
program.set(prefix + "position", light.position);
program.set(prefix + "attenuation_constant", light.attenuation.constant);
program.set(prefix + "attenuation_linear", light.attenuation.linear);
program.set(prefix + "attenuation_quadratic", light.attenuation.quadratic);
break;
case LightType::SPOT:
program.set(prefix + "position", light.position);
program.set(prefix + "direction", glm::normalize(light.direction));
program.set(prefix + "attenuation_constant", light.attenuation.constant);
program.set(prefix + "attenuation_linear", light.attenuation.linear);
program.set(prefix + "attenuation_quadratic", light.attenuation.quadratic);
program.set(prefix + "inner_angle", light.spot_angle.inner);
program.set(prefix + "outer_angle", light.spot_angle.outer);
break;
}
light_index++;
if(light_index >= MAX_LIGHT_COUNT) break;
}
// Since the light array in the shader has a constant size, we need to tell the shader how many lights we sent.
program.set("light_count", light_index);
// Now we will draw the scene with the lights
drawNode(root, glm::mat4(1.0f), program);
// The next steps are not important for lighting.
// We will draw a sky box to feel as if we have a sky. This is just for aesthetic and it is just a matter of personal taste.
glUseProgram(sky_program);
// We don't need a model matrix for the box. Since it follows the camera, we will send the camera position and add it to the sky box vertices.
sky_program.set("view_projection", camera.getVPMatrix());
sky_program.set("camera_position", camera.getEyePosition());
// We will then send the sky light to get the colors and the exposure to control how bright the sky will look
sky_program.set("sky_light.top_color", sky_light.enabled ? sky_light.top_color : glm::vec3(0.0f));
sky_program.set("sky_light.middle_color", sky_light.enabled ? sky_light.middle_color : glm::vec3(0.0f));
sky_program.set("sky_light.bottom_color", sky_light.enabled ? sky_light.bottom_color : glm::vec3(0.0f));
sky_program.set("exposure", sky_box_exposure);
// Since we are inside the sky box and we are using a cube that was meant to be seen from the outside,
// We will temporarily flip the culling to keep the back faces and remove the front faces.
glCullFace(GL_FRONT);
meshes["cube"]->draw();
glCullFace(GL_BACK);
}
void onDestroy() override {
program.destroy();
sky_program.destroy();
for(auto& [name, mesh]: meshes){
mesh->destroy();
}
meshes.clear();
}
void displayNodeGui(const std::shared_ptr<Transform>& node, const std::string& node_name){
if(ImGui::TreeNode(node_name.c_str())){
if(node->mesh.has_value()) {
our::PairIteratorCombo("Mesh", node->mesh.value(), meshes.begin(), meshes.end());
our::PairIteratorCombo("Albedo Map", node->material.albedo_map, textures.begin(), textures.end());
ImGui::ColorEdit3("Albedo Tint", glm::value_ptr(node->material.albedo_tint), ImGuiColorEditFlags_HDR);
our::PairIteratorCombo("Specular Map", node->material.specular_map, textures.begin(), textures.end());
ImGui::ColorEdit3("Specular Tint", glm::value_ptr(node->material.specular_tint), ImGuiColorEditFlags_HDR);
our::PairIteratorCombo("Ambient Occlusion Map", node->material.ambient_occlusion_map, textures.begin(), textures.end());
our::PairIteratorCombo("Emissive Map", node->material.emissive_map, textures.begin(), textures.end());
ImGui::ColorEdit3("Emissive Tint", glm::value_ptr(node->material.emissive_tint), ImGuiColorEditFlags_HDR);
our::PairIteratorCombo("Roughness Map", node->material.roughness_map, textures.begin(), textures.end());
ImGui::DragFloatRange2("Roughness Range", &(node->material.roughness_range.x), &(node->material.roughness_range.y), 0.01f, 0.0f, 1.0f);
}
ImGui::DragFloat3("Translation", glm::value_ptr(node->translation), 0.1f);
ImGui::DragFloat3("Rotation", glm::value_ptr(node->rotation), 0.01f);
ImGui::DragFloat3("Scale", glm::value_ptr(node->scale), 0.1f);
for(auto& [name, child] : node->children){
displayNodeGui(child, name);
}
ImGui::TreePop();
}
}
void onImmediateGui(ImGuiIO &io) override {
static const std::unordered_map<LightType, const char*> light_type_names = {
{LightType::DIRECTIONAL, "Directional"},
{LightType::POINT, "Point"},
{LightType::SPOT, "Spot"}
};
ImGui::Begin("Lights");
ImGui::Checkbox("Enable Sky Light", &sky_light.enabled);
ImGui::ColorEdit3("Sky Top Color", glm::value_ptr(sky_light.top_color), ImGuiColorEditFlags_HDR);
ImGui::ColorEdit3("Sky Middle Color", glm::value_ptr(sky_light.middle_color), ImGuiColorEditFlags_HDR);
ImGui::ColorEdit3("Sky Bottom Color", glm::value_ptr(sky_light.bottom_color), ImGuiColorEditFlags_HDR);
ImGui::DragFloat("Sky Box Exposure (Background Only)", &sky_box_exposure, 0.1f);
ImGui::Separator();
our::ReorderableList(lights.begin(), lights.end(),
[](size_t index, Light& light){
ImGui::Checkbox("Enabled", &light.enabled);
if(ImGui::BeginCombo("Type", light_type_names.at(light.type))){
for(auto& [type, name] : light_type_names){
bool selected = light.type == type;
if(ImGui::Selectable(name, selected))
light.type = type;
if(selected) ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ImGui::ColorEdit3("Color", glm::value_ptr(light.color), ImGuiColorEditFlags_HDR);
switch(light.type){
case LightType::DIRECTIONAL:
ImGui::DragFloat3("Direction", glm::value_ptr(light.direction), 0.1f);
break;
case LightType::POINT:
ImGui::DragFloat3("Position", glm::value_ptr(light.position), 0.1f);
ImGui::Separator();
ImGui::DragFloat("Constant Attenuation", &light.attenuation.constant, 0.1f);
ImGui::DragFloat("Linear Attenuation", &light.attenuation.linear, 0.1f);
ImGui::DragFloat("Quadratic Attenuation", &light.attenuation.quadratic, 0.1f);
break;
case LightType::SPOT:
ImGui::DragFloat3("Direction", glm::value_ptr(light.direction), 0.1f);
ImGui::DragFloat3("Position", glm::value_ptr(light.position), 0.1f);
ImGui::Separator();
ImGui::DragFloat("Constant Attenuation", &light.attenuation.constant, 0.1f);
ImGui::DragFloat("Linear Attenuation", &light.attenuation.linear, 0.1f);
ImGui::DragFloat("Quadratic Attenuation", &light.attenuation.quadratic, 0.1f);
ImGui::Separator();
ImGui::DragFloat("Inner Spot Angle", &light.spot_angle.inner, 0.1f, 0.0f, glm::two_pi<float>());
ImGui::DragFloat("Outer Spot Angle", &light.spot_angle.outer, 0.1f, 0.0f, glm::two_pi<float>());
break;
}
},
[this](size_t index){
lights.insert(lights.begin() + index, Light());
},
[this](size_t index){
lights.erase(lights.begin() + index);
});
ImGui::End();
ImGui::Begin("Scene");
displayNodeGui(root, "root");
ImGui::End();
}
};
int main(int argc, char** argv) {
return TexturedMaterialApplication().run();
}