#include "model.hpp"
#include <iostream>
-#include <assimp/Importer.hpp>
-#include <assimp/scene.h>
-#include <assimp/postprocess.h>
+#include <assimp/quaternion.h>
+#include <glm/gtc/type_ptr.hpp>
+#include <glm/gtx/closest_point.hpp>
+#include "util.hpp"
+
+Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : progId(progId), ai(*aiMesh) {
+ std::vector<glm::vec3> vertices, normals, tangents, bitangents;
+ std::vector<glm::vec2> texCoords;
-Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
for (int i = 0; i < aiMesh->mNumVertices; i++) {
if (aiMesh->HasPositions()) {
aiVector3D v = aiMesh->mVertices[i];
vertices.push_back(glm::vec3(v.x, v.y, v.z));
}
if (aiMesh->HasNormals()) {
- const aiVector3D v = aiMesh->mNormals[i];
+ aiVector3D v = aiMesh->mNormals[i];
normals.push_back(glm::vec3(v.x, v.y, v.z));
+ } else {
+ std::cerr << "Missing normals" << std::endl;
+ abort();
}
// check for texture coord set 0
if (aiMesh->HasTextureCoords(0)) {
const aiVector3D v = aiMesh->mTextureCoords[0][i];
texCoords.push_back(glm::vec2(v.x, v.y));
+ } else {
+ texCoords.push_back(glm::vec2(0));
}
+ materialIndex = aiMesh->mMaterialIndex;
}
+ std::vector<GLuint> indices;
+
for (int i = 0; i < aiMesh->mNumFaces; i++) {
const aiFace &face = aiMesh->mFaces[i];
if(face.mNumIndices == 3) {
}
}
+ numIndices = indices.size();
+
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
- GLuint vbos[3];
- glGenBuffers(3, vbos);
- vertexVbo = vbos[0], normalVbo = vbos[1], indicesVbo = vbos[2];
-
- GLuint posLoc = glGetAttribLocation(progId, "vPosition");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+ glGenBuffers(6, vbos);
+ GLuint posVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
+ GLuint boneVbo = vbos[4];
- glBindBuffer(GL_ARRAY_BUFFER, vertexVbo);
+ GLuint posLoc = glGetAttribLocation(progId, "pos");
+ glBindBuffer(GL_ARRAY_BUFFER, posVbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(posLoc);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ GLuint normalLoc = glGetAttribLocation(progId, "unscaledNormal");
glBindBuffer(GL_ARRAY_BUFFER, normalVbo);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(normalLoc);
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ GLuint texCoordLoc = glGetAttribLocation(progId, "vTexCoord");
+ glBindBuffer(GL_ARRAY_BUFFER, texCoordVbo);
+ glBufferData(GL_ARRAY_BUFFER, texCoords.size() * sizeof(glm::vec2), &texCoords[0], GL_STATIC_DRAW);
+ glEnableVertexAttribArray(texCoordLoc);
+ glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
+
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
-};
-void Model::loadModel(const std::string &file) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(file,
- aiProcess_Triangulate | aiProcess_PreTransformVertices |
- aiProcess_GenNormals);
- if (!scene) {
- std::cerr << importer.GetErrorString() << std::endl;
- exit(1);
+ // bones
+ std::vector<VertBones> vertBones(aiMesh->mNumVertices);
+
+ std::map<unsigned int, std::vector<std::pair<unsigned int, float>>> boneWeightMap;
+
+ for (unsigned int i = 0; i < aiMesh->mNumBones; i++) {
+ aiBone *aiBone = aiMesh->mBones[i];
+
+ boneMap[std::string(aiBone->mName.C_Str())] = std::pair(i + 1, aiBone);
+
+ for (int j = 0; j < aiBone->mNumWeights; j++) {
+ aiVertexWeight vw = aiBone->mWeights[j];
+
+ if (!boneWeightMap.count(vw.mVertexId))
+ boneWeightMap[vw.mVertexId] = std::vector<std::pair<unsigned int, float>>();
+ boneWeightMap[vw.mVertexId].push_back(std::pair(i + 1, vw.mWeight));
+ }
+ }
+
+ for (auto pair: boneWeightMap) {
+ unsigned int vertexId = pair.first;
+ for (int i = 0; i < pair.second.size() && i < 4; i++) {
+ unsigned int boneId = pair.second[i].first;
+ float weight = pair.second[i].second;
+ vertBones[vertexId].ids[i] = boneId;
+ vertBones[vertexId].weights[i] = weight;
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, boneVbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(VertBones) * vertBones.size(), &vertBones[0], GL_STATIC_DRAW);
+
+ GLuint boneIdLoc = glGetAttribLocation(progId, "boneIds");
+ glEnableVertexAttribArray(boneIdLoc);
+ glVertexAttribIPointer(boneIdLoc, 4, GL_INT, sizeof(VertBones), 0);
+
+ GLuint boneWeightLoc = glGetAttribLocation(progId, "boneWeights");
+ glEnableVertexAttribArray(boneWeightLoc);
+ glVertexAttribPointer(boneWeightLoc, 4, GL_FLOAT, GL_FALSE, sizeof(VertBones), (const GLvoid *)sizeof(VertBones::ids));
+}
+
+void Model::Mesh::updatePosBuffer() const {
+ GLuint posLoc = glGetAttribLocation(progId, "pos");
+ GLuint posVbo = vbos[0];
+ glBindBuffer(GL_ARRAY_BUFFER, posVbo);
+ glBufferData(GL_ARRAY_BUFFER, ai.mNumVertices * sizeof(aiVector3D), ai.mVertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+
+Model::Node::Node(aiNode &node, GLuint progId, AnimMap *am, std::set<std::string> allBones, Node *p): ai(node), parent(p), progId(progId), animMap(am), isBone(allBones.count(std::string(node.mName.C_Str())) > 0) {
+ for (int i = 0; i < node.mNumMeshes; i++) {
+ meshIndices.push_back(node.mMeshes[i]);
+ }
+ for (int i = 0; i < node.mNumChildren; i++) {
+ aiNode *child = node.mChildren[i];
+ children.push_back(new Node(*child, progId, am, allBones, this));
+ }
+}
+
+glm::mat4 lerpPosition(const aiNodeAnim *anim, const float tick) {
+ if (anim->mNumPositionKeys == 0) return glm::mat4(1.f);
+
+ int yIndex = -1;
+ for (int i = 0; i < anim->mNumPositionKeys; i++) {
+ aiVectorKey vk = anim->mPositionKeys[i];
+ if (vk.mTime > tick) {
+ yIndex = i;
+ break;
+ }
+ }
+ aiVector3D lerpPos;
+ if (yIndex == 0) {
+ lerpPos = anim->mPositionKeys[0].mValue;
+ } else if (yIndex == -1) {
+ lerpPos = anim->mPositionKeys[anim->mNumPositionKeys - 1].mValue;
+ } else {
+ auto X = anim->mPositionKeys[yIndex - 1];
+ auto Y = anim->mPositionKeys[yIndex];
+
+ lerpPos = (X.mValue * (float)(Y.mTime - tick) + Y.mValue * (float)(tick - X.mTime)) / (float)(Y.mTime - X.mTime);
}
+ aiMatrix4x4 result;
+ aiMatrix4x4::Translation(lerpPos, result);
+ return aiMatrixToMat4(result);
+}
+
+glm::mat4 lerpRotation(const aiNodeAnim *anim, const float tick) {
+ int yIndex = -1;
+ for (int i = 0; i < anim->mNumRotationKeys; i++) {
+ aiQuatKey vk = anim->mRotationKeys[i];
+ if (vk.mTime > tick) {
+ yIndex = i;
+ break;
+ }
+ }
+
+ aiQuaternion result;
+ if (yIndex < 1) {
+ result = anim->mRotationKeys[0].mValue;
+ } else if (yIndex == -1) {
+ result = anim->mRotationKeys[anim->mNumRotationKeys - 1].mValue;
+ } else {
+
+ auto X = anim->mRotationKeys[yIndex - 1];
+ auto Y = anim->mRotationKeys[yIndex];
+
+ float mix = (tick - X.mTime) / (Y.mTime - X.mTime);
+
+ aiQuaternion::Interpolate(result, X.mValue, Y.mValue, mix);
+
+ }
+ return aiMatrixToMat4(aiMatrix4x4(result.GetMatrix()));
+}
+
+glm::mat4 lerpScaling(const aiNodeAnim *anim, const float tick) {
+ int yIndex = -1;
+ for (int i = 0; i < anim->mNumScalingKeys; i++) {
+ aiVectorKey vk = anim->mScalingKeys[i];
+ if (vk.mTime > tick) {
+ yIndex = i;
+ break;
+ }
+ }
+
+ aiVector3D lerpPos;
+ if (yIndex < 1) {
+ lerpPos = anim->mScalingKeys[0].mValue;
+ } else {
+ auto X = anim->mScalingKeys[yIndex - 1];
+ auto Y = anim->mScalingKeys[yIndex];
+
+ lerpPos = (X.mValue * (float)(Y.mTime - tick) + Y.mValue * (float)(tick - X.mTime)) / (float)(Y.mTime - X.mTime);
+ }
+ aiMatrix4x4 result;
+ aiMatrix4x4::Scaling(lerpPos, result);
+ return aiMatrixToMat4(result);
+}
+
+glm::mat4 Model::Node::totalTrans(const glm::mat4 parentTrans, const float tick) const {
+ glm::mat4 aiTrans = aiMatrixToMat4(ai.mTransformation);
+ if (animMap->count(std::string(ai.mName.C_Str()))) {
+ for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) {
+ // animations are *absolute*
+ // they replace aiNode.mTransformation!!
+ aiTrans = glm::mat4(1);
+ float t = fmod(tick, anim.duration);
+ for (const aiNodeAnim *nodeAnim: anim.nodeAnims) {
+ aiTrans *= lerpPosition(nodeAnim, t);
+ aiTrans *= lerpRotation(nodeAnim, t);
+ aiTrans *= lerpScaling(nodeAnim, t);
+ }
+ }
+ }
+
+ glm::mat4 m = parentTrans * aiTrans * transform;
+ return m;
+}
+
+const Model::Node &Model::Node::getRoot() const {
+ const Model::Node *rootPtr = this;
+ while (rootPtr->parent != nullptr)
+ rootPtr = rootPtr->parent;
+ const Model::Node &root = *rootPtr;
+ return root;
+}
+
+void Model::Node::draw( const std::vector<Mesh> &meshes,
+ const std::vector<Material> &materials,
+ const Skybox skybox,
+ const float tick,
+ const BoneTransforms &boneTransforms,
+ glm::mat4 parentTrans = glm::mat4(1)) const {
+
+ GLuint modelLoc = glGetUniformLocation(progId, "model");
+ glm::mat4 m = totalTrans(parentTrans, tick);
+
+#ifdef DEBUG_NODES
+ if (isBone)
+ drawDebugNode(m, {0, 0.5, 1, 1});
+ else
+ drawDebugNode(m);
+#endif
+
+ for (unsigned int i: meshIndices) {
+ const Mesh &mesh = meshes[i];
+ glBindVertexArray(mesh.vao);
+ // bones
+ std::vector<glm::mat4> idBones(17, glm::mat4(1.f));
+ glUniformMatrix4fv(glGetUniformLocation(progId, "bones"), 17, GL_FALSE, glm::value_ptr(idBones[0]));
+
+ // bonemap: map from bone nodes to bone ids and aiBones
+ for (auto pair: mesh.boneMap) {
+
+ std::string boneName = pair.first;
+
+ unsigned int boneId = pair.second.first;
+ aiBone *bone = pair.second.second;
+ // This is actually an inverse-bind matrix
+ // i.e. transforms bone space -> mesh space
+ // so no need to inverse again!
+ // https://github.com/assimp/assimp/pull/1803/files
+ glm::mat4 boneOffset = aiMatrixToMat4(bone->mOffsetMatrix);
+
+ if (!boneTransforms.count(boneName)) abort();
+ glm::mat4 boneTrans = boneTransforms.at(boneName);
+
+ boneTrans = boneTrans * boneOffset;
+
+ std::string boneLocStr = "bones[" + std::to_string(boneId) + "]";
+ GLuint boneLoc = glGetUniformLocation(progId, boneLocStr.c_str());
+ glUniformMatrix4fv(boneLoc, 1, GL_FALSE, glm::value_ptr(boneTrans));
+ }
+
+ Material material = materials[mesh.materialIndex];
+ material.bind();
+
+ glUniform1i(glGetUniformLocation(progId, "irradianceMap"), 4);
+ glActiveTexture(GL_TEXTURE4);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox.getIrradianceMap());
+
+ glUniform1i(glGetUniformLocation(progId, "prefilterMap"), 5);
+ glActiveTexture(GL_TEXTURE5);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox.getPrefilterMap());
+
+ glUniform1i(glGetUniformLocation(progId, "brdfMap"), 6);
+ glActiveTexture(GL_TEXTURE6);
+ glBindTexture(GL_TEXTURE_2D, skybox.getBRDFMap());
+
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(m));
+
+ glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0);
+ }
+ for (Node *child: children) child->draw(meshes, materials, skybox, tick, boneTransforms, m);
+}
+
+void printHierarchy(aiNode *n, int indent = 0) {
+ for (int i = 0; i < indent; i++)
+ fprintf(stderr, "\t");
+ fprintf(stderr,"%s\n", n->mName.C_Str());
+ printMatrix4x4(n->mTransformation);
+ for (int i = 0; i < n->mNumChildren; i++)
+ printHierarchy(n->mChildren[i], indent + 1);
+}
+
+Model::Model(const aiScene *scene, Program p): program(p) {
+ glUseProgram(p.progId);
+
+ std::set<std::string> allBones;
for (int i = 0; i < scene->mNumMeshes; i++) {
const aiMesh *mesh = scene->mMeshes[i];
- meshes.push_back(Mesh(mesh, progId));
+ meshes.push_back(Mesh(mesh, p.progId));
+ for (int j = 0; j < mesh->mNumBones; j++)
+ allBones.insert(std::string(mesh->mBones[j]->mName.C_Str()));
}
+
+ for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
+ const aiMaterial &material = *scene->mMaterials[i];
+ materials.push_back(Material(material, *scene, p.progId));
}
-void Model::draw() {
- for (Mesh &mesh: meshes) {
- glBindVertexArray(mesh.vao);
- glDrawElements(GL_TRIANGLES, mesh.indices.size(), GL_UNSIGNED_INT, 0);
+ for (int i = 0; i < scene->mNumAnimations; i++) {
+ const aiAnimation *aiAnim = scene->mAnimations[i];
+
+ std::map<std::string, std::vector<const aiNodeAnim*>> nodeAnims;
+
+ for (int j = 0; j < aiAnim->mNumChannels; j++) {
+ const aiNodeAnim *nodeAnim = aiAnim->mChannels[j];
+ std::string nodeName = std::string(nodeAnim->mNodeName.C_Str());
+
+ if (!nodeAnims.count(nodeName)) nodeAnims[nodeName] = std::vector<const aiNodeAnim*>();
+
+ nodeAnims[nodeName].push_back(nodeAnim);
+ }
+
+ for (std::pair<std::string, std::vector<const aiNodeAnim*>> pair: nodeAnims) {
+ std::string nodeName = pair.first;
+
+ if (!animMap.count(nodeName)) animMap[nodeName] = std::vector<const Animation>();
+ animMap[nodeName].push_back({ aiAnim->mDuration, pair.second });
+ }
+ }
+
+ root = new Node(*(scene->mRootNode), p.progId, &animMap, allBones, nullptr);
}
+
+
+std::map<std::string, glm::mat4> Model::calcBoneTransforms(const Node &n, const float tick, const std::set<std::string> bones, const glm::mat4 parentTrans = glm::mat4(1)) const {
+ std::string name = std::string(n.ai.mName.C_Str());
+
+ glm::mat4 m = n.totalTrans(parentTrans, tick);
+
+ BoneTransforms res;
+ if (bones.count(name) > 0)
+ res[std::string(n.ai.mName.C_Str())] = m; // take part in hierarchy
+ else
+ m = glm::mat4(1); // ignore this node transformation
+ for (const auto child: n.getChildren())
+ res.merge(calcBoneTransforms(*child, tick, bones, m));
+ return res;
+}
+
+void Model::draw(Skybox skybox, const float tick) const {
+ glUseProgram(program.progId);
+
+ std::set<std::string> bones;
+ for (auto m: this->meshes) {
+ for (auto b: m.boneMap) {
+ bones.insert(b.first);
+ }
+ }
+ auto boneTransforms = calcBoneTransforms(*root, tick, bones);
+
+ root->draw(meshes, materials, skybox, tick, boneTransforms);
+}
+
+Model::Node* Model::find(const std::string &name) const {
+ return find(aiString(name));
+}
+
+Model::Node* Model::find(const aiString name) const {
+ const aiNode *node = root->ai.FindNode(name);
+ Model::Node* res = root->findNode(*node);
+ return res;
+}
+
+Model::Node* Model::Node::findNode(const aiNode &aiNode) {
+ if (&ai == &aiNode) return this;
+ for (Model::Node *child: children) {
+ Model::Node *res = child->findNode(aiNode);
+ if (res) return res;
+ }
+ return nullptr;
+}
+
+bool Model::Node::operator==(const Model::Node &rhs) const {
+ return &ai == &rhs.ai;
+}
+
+// Returns closest vertex in world space and distance
+// a and b define the line in 3d space
+std::pair<glm::vec3, float> Model::closestVertex(Model::Node &n, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans) const {
+ float closestDist = FLT_MAX;
+ glm::vec3 closestVert;
+
+ for (int i = 0; i < n.ai.mNumMeshes; i++) {
+ int meshIdx = n.ai.mMeshes[i];
+ const aiMesh &mesh = meshes[meshIdx].ai;
+
+ for (int j = 0; j < mesh.mNumVertices; j++) {
+ if (mesh.HasNormals()) {
+ auto n = aiVector3DToVec3(mesh.mNormals[j]);
+ if (glm::dot(n, glm::normalize(b - a)) > 0)
+ continue;
+ }
+ glm::vec4 vPos = glm::vec4(aiVector3DToVec3(mesh.mVertices[j]), 1);
+ // Move from model space -> world space
+ vPos = parentTrans * aiMatrixToMat4(n.ai.mTransformation) * vPos;
+ float dist = glm::distance(glm::vec3(vPos),
+ glm::closestPointOnLine(glm::vec3(vPos), a, b));
+ if (dist < closestDist) {
+ closestVert = glm::vec3(vPos);
+ closestDist = dist;
+ }
+ }
+ }
+
+ for (auto child: n.getChildren()) {
+ auto childRes = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation));
+ if (childRes.second < closestDist) {
+ closestVert = childRes.first;
+ closestDist = childRes.second;
+ }
+ }
+
+ return { closestVert, closestDist };
}