#include "model.hpp"
#include <iostream>
-#include <assimp/postprocess.h>
+#include <assimp/quaternion.h>
#include <glm/gtc/type_ptr.hpp>
+
Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
std::vector<glm::vec3> vertices, normals, tangents, bitangents;
aiVector3D v = aiMesh->mNormals[i];
normals.push_back(glm::vec3(v.x, v.y, v.z));
} else {
- normals.push_back(glm::vec3(0));
- }
- if (aiMesh->HasTangentsAndBitangents()) {
- aiVector3D t = aiMesh->mTangents[i];
- tangents.push_back(glm::vec3(t.x, t.y, t.z));
- aiVector3D b = aiMesh->mBitangents[i];
- bitangents.push_back(glm::vec3(b.x, b.y, b.z));
- } else {
- tangents.push_back(glm::vec3(0));
- bitangents.push_back(glm::vec3(0));
+ std::cerr << "Missing normals" << std::endl;
+ exit(1);
}
// check for texture coord set 0
if (aiMesh->HasTextureCoords(0)) {
GLuint vbos[6];
glGenBuffers(6, vbos);
GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
- GLuint tangentVbo = vbos[4], bitangentVbo = vbos[5];
+ GLuint boneVbo = vbos[4];
- GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+ GLuint posLoc = glGetAttribLocation(progId, "pos");
glBindBuffer(GL_ARRAY_BUFFER, vertexVbo);
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, "vNormal");
+ 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);
glEnableVertexAttribArray(texCoordLoc);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
- GLuint tangentLoc = glGetAttribLocation(progId, "tangent");
- glBindBuffer(GL_ARRAY_BUFFER, tangentVbo);
- glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
- glEnableVertexAttribArray(tangentLoc);
- glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
- GLuint bitangentLoc = glGetAttribLocation(progId, "bitangent");
- glBindBuffer(GL_ARRAY_BUFFER, bitangentVbo);
- glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW);
- glEnableVertexAttribArray(bitangentLoc);
- glVertexAttribPointer(bitangentLoc, 3, 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);
-};
-Model::Node::Node(const aiNode &node, GLuint progId): ai(node), progId(progId) {
+ // 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, aiMatrixToMat4(aiBone->mOffsetMatrix));
+
+ 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));
+}
+
+Model::Node::Node(const aiNode &node, GLuint progId, AnimMap *am): ai(node), progId(progId), animMap(am) {
for (int i = 0; i < node.mNumMeshes; i++) {
meshIndices.push_back(node.mMeshes[i]);
}
for (int i = 0; i < node.mNumChildren; i++) {
const aiNode *child = node.mChildren[i];
- children.push_back(new Node(*child, progId));
+ children.push_back(new Node(*child, progId, am));
+ }
}
+
+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];
-glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) {
- glm::mat4 to;
- for (int i = 0; i < 4; i++)
- for (int j = 0; j < 4; j++)
- to[i][j] = from[j][i];
- return to;
+ 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);
}
void Model::Node::draw( const std::vector<Mesh> &meshes,
const std::vector<Material> &materials,
- glm::mat4 parentTrans = glm::mat4(1)) const {
+ const Skybox skybox,
+ const float tick,
+ glm::mat4 parentTrans = glm::mat4(1),
+ BoneTransforms boneTransforms = BoneTransforms()) const {
GLuint modelLoc = glGetUniformLocation(progId, "model");
- glm::mat4 m = parentTrans * aiMatrixToMat4(ai.mTransformation) * model;
+
+ glm::mat4 animTrans(1.f);
+ if (animMap->count(std::string(ai.mName.C_Str()))) {
+ for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) {
+ float t = fmod(tick, anim.duration);
+ for (const aiNodeAnim *nodeAnim: anim.nodeAnims) {
+ animTrans *= lerpPosition(nodeAnim, t);
+ animTrans *= lerpRotation(nodeAnim, t);
+ animTrans *= lerpScaling(nodeAnim, t);
+ }
+ }
+ }
+
+
+ glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation);
+
+ /* for (auto child: children) { */
+ /* boneTransforms[std::string(ai.mName.C_Str())] = m; */
+ /* } */
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]));
+
+ for (std::pair<std::string, std::pair<unsigned int, glm::mat4>> pair: mesh.boneMap) {
+
+ std::string nodeName = pair.first;
+
+ if (animMap->count(nodeName) <= 0) break;
+
+ unsigned int boneId = pair.second.first;
+ // This is actually an inverse-bind matrix
+ // i.e. position of the mesh in bone space
+ // so no need to inverse again!
+ // https://github.com/assimp/assimp/pull/1803/files
+ glm::mat4 boneOffset = pair.second.second;
+
+ glm::mat4 boneTrans(1.f);
+ /* if (boneTransforms.count(nodeName)) { */
+ /* std::cerr << "got bone transform from map" << std::endl; */
+ /* boneTrans = boneTransforms[nodeName]; */
+ /* } */
+ for (const Animation anim: animMap->at(nodeName)) {
+ float t = fmod(tick, anim.duration);
+ for (const aiNodeAnim *nodeAnim: anim.nodeAnims) {
+ boneTrans = boneTrans * lerpPosition(nodeAnim, t);
+ boneTrans = boneTrans * lerpRotation(nodeAnim, t);
+ boneTrans = boneTrans * lerpScaling(nodeAnim, t);
+ }
+ }
+
+ 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, m);
+ for (Node *child: children) child->draw(meshes, materials, skybox, tick, m, boneTransforms);
}
-Model::Model(const std::string &path, GLuint progId): progId(progId) {
- const aiScene *scene = importer.ReadFile(path,
- aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals);
- if (!scene) {
- std::cerr << importer.GetErrorString() << std::endl;
- exit(1);
- }
+Model::Model(const aiScene *scene, Program p): program(p) {
+ glUseProgram(p.progId);
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));
}
+ // TODO: handle default material inserted at the end by assimp
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
const aiMaterial &material = *scene->mMaterials[i];
- materials.push_back(Material(material, progId));
+ materials.push_back(Material(material, *scene, p.progId));
+ }
+
+ AnimMap *animMap = new AnimMap();
+ 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), progId);
+ root = new Node(*(scene->mRootNode), p.progId, animMap);
}
-void Model::draw() const {
- root->draw(meshes, materials);
+/* void Model::calcBoneTransforms(aiNode &node, glm::mat4 parentTrans = glm::mat4(1), BoneTransforms boneTrans = BoneTransforms()) { */
+/* glm::mat4 animTrans(1.f); */
+/* if (animMap->count(std::string(ai.mName.C_Str()))) { */
+/* for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) { */
+/* float t = fmod(tick, anim.duration); */
+/* for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { */
+/* animTrans *= lerpPosition(nodeAnim, t); */
+/* animTrans *= lerpRotation(nodeAnim, t); */
+/* animTrans *= lerpScaling(nodeAnim, t); */
+/* } */
+/* } */
+/* } */
+
+
+/* glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; */
+/* } */
+
+void Model::draw(Skybox skybox, const float tick) const {
+ glUseProgram(program.progId);
+
+
+
+ root->draw(meshes, materials, skybox, tick);
}
Model::Node* Model::find(const std::string &name) {
- const aiNode *node = root->ai.FindNode(aiString(name));
+ return find(aiString(name));
+}
+
+Model::Node* Model::find(const aiString name) {
+ const aiNode *node = root->ai.FindNode(name);
Model::Node* res = root->findNode(*node);
return res;
}