#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/postprocess.h>
#include "model.hpp"
#include "program.hpp"
#include "skybox.hpp"
#include "image.hpp"
+#include "util.hpp"
+#include "ik.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
std::vector<Skybox> 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;
+glm::vec3 selectedPos;
+
struct Light {
- glm::vec3 pos;
+ glm::mat4 trans;
glm::vec3 color;
};
-std::vector<Light> 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;
+std::vector<Light> lights;
bool discoLights = false;
return (float)windowWidth / (float)windowHeight;
}
-glm::mat4 projMat() {
- return glm::perspective(glm::radians(45.f), aspect(), 0.01f, 10000.f);
+inline glm::mat4 projMat() {
+ return glm::perspective(fov, aspect(), znear, zfar);
}
-glm::mat4 viewMat() {
+inline glm::mat4 viewMat() {
return glm::lookAt(camPos, camPos + camFront, camUp);
}
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
-void drawLight(Light &light) {
+void drawBox(glm::mat4 trans, glm::vec3 color) {
glUseProgram(plainProg->progId);
glBindVertexArray(lightVao);
setProjectionAndViewUniforms(plainProg->progId);
- glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
- model = glm::scale(model, glm::vec3(0.2));
+ glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
- glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
+void drawLight(Light &light) {
+ drawBox(light.trans, light.color);
+}
+
+int findNodeTrans(const 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;
+}
+
+glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
+ aiNode *parent = node;
+ glm::mat4 res = m;
+ std::vector<glm::mat4> trans;
+ while (parent != nullptr) {
+ /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
+ trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
+ parent = parent->mParent;
+ }
+ while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
+ return res;
+}
+
+void pickVertex() {
+ auto res = sceneModel->closestVertex(sceneModel->getRoot(), camPos, selectedPos);
+ drawBox(glm::translate(glm::mat4(1), res.first), {1, 1, 0.5});
+}
void display() {
glClearColor(0.5, 0.5, 0.5, 1);
float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+ glUseProgram(getUtilProg()->progId);
+ setProjectionAndViewUniforms(getUtilProg()->progId);
+
glUseProgram(pbrProg->progId);
setProjectionAndViewUniforms(pbrProg->progId);
- glm::vec3 lightPositions[6], lightColors[6];
- for (int i = 0; i < 3; i++) {
- lightPositions[i] = lights[i].pos;
+ size_t numLights = lights.size() + (discoLights ? 3 : 0);
+ glm::vec3 lightPositions[numLights], lightColors[numLights];
+ for (int i = 0; i < lights.size(); i++) {
+ lightPositions[i] = glm::vec3(lights[i].trans[3]);
lightColors[i] = lights[i].color;
}
- for (int i = 3; i < 6; i++) {
if (discoLights) {
+ for (int i = numLights - 3; i < numLights; i++) {
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);
+ if (i % 3 == 0) lightColors[i].x = sin(d);
+ if (i % 3 == 1) lightColors[i].y = cos(d * 3);
+ if (i % 3 == 2) lightColors[i].z = cos(d);
+ }
}
+
+ glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights);
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
+
+#ifdef COWEDBOY_IK
+ {
+ glm::vec3 targetPos(sin(d) * 2 + 3, -2, 1);
+ Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} };
+ drawLight(targetLight);
+ inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
+
+ targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 };
+ targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5} };
+ drawLight(targetLight);
+ inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos);
}
+#endif
- glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
- glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
+ sceneModel->draw(skyboxes[activeSkybox], d * 1000);
- /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
- pbr->draw(skyboxes[activeSkybox], d * 1000);
+ pickVertex();
for (Light &light: lights) drawLight(light);
- if (discoLights) {
- for (int i = 3; i < 6; i++) {
- Light l { lightPositions[i], lightColors[i] };
- drawLight(l);
- }
- }
+ // TODO: restore
+ /* if (discoLights) { */
+ /* for (int i = numLights - 3; i < numLights; i++) { */
+ /* Light l = { lightPositions[i], lightColors[i] }; */
+ /* drawLight(l); */
+ /* } */
+ /* } */
skyboxes[activeSkybox].draw(projMat(), viewMat());
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
+
void init() {
+ initUtilProg();
+
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 std::string scenePath = "models/blendshapeNeutral.glb";
+ const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
+ if (!scene) {
+ std::cerr << importer.GetErrorString() << std::endl;
+ exit(1);
+ }
+
+ if (scene->mNumCameras > 0) {
+ 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;
+ }
+
+ for (int i = 0; i < scene->mNumLights; i++) {
+ aiLight *light = scene->mLights[i];
+ glm::mat4 trans; findNodeTrans(scene->mRootNode, light->mName, &trans);
+ glm::vec3 col = { light->mColorAmbient.r, light->mColorAmbient.g, light->mColorAmbient.b };
+ Light l = { trans, col };
+ lights.push_back(l);
+ }
+
+ 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);
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
}
bool keyStates[256] = {false};
keyStates[key] = true;
if (key == 'z')
activeSkybox = (activeSkybox + 1) % skyboxes.size();
- if (key == 'x')
- activeLight = (activeLight + 1) % lights.size();
if (key == 'c')
discoLights = !discoLights;
}
keyStates[key] = false;
}
+/* #define ENABLE_MOVEMENT */
+
void timer(int _) {
+#ifdef ENABLE_MOVEMENT
float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
+
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
if (keyStates['w'])
zSpeed = 0.1f;
if (keyStates['s'])
ySpeed = 0.1f;
if (keyStates['e'])
ySpeed = -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;
+#pragma clang diagnostic pop
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
+#endif
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
bool firstMouse = true;
void motion(int x, int y) {
+#ifdef ENABLE_MOVEMENT
if (firstMouse) {
prevMouseX = x;
prevMouseY = y;
} else {
camUp = glm::vec3(0, 1, 0);
}
+#endif
+
+ GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr);
+ glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]);
+ selectedPos = glm::unProject(glm::vec3(x * 2, viewport[3] - y * 2, 1), // hidpi
+ viewMat(), //view * model mat
+ projMat(),
+ viewport);
}
void mouse(int button, int state, int x, int y) {
+#ifdef ENABLE_MOVEMENT
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
firstMouse = true;
+#endif
}
void reshape(int newWidth, int newHeight) {
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);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(motion);
glutMouseFunc(mouse);
glutMainLoop();