#include <stdio.h>
#include <stdlib.h>
#include <iostream>
-#include <fstream>
-#include <sstream>
#include <array>
#include <vector>
+#include <dirent.h>
#ifdef __APPLE__
#include <GL/glew.h>
#else
#include <OpenGL/glew.h>
#endif
#include <GLUT/glut.h>
+#include "shapes.hpp"
#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"
+#include "blendshapes.hpp"
+#include "ui.hpp"
+#include "mode/animationMode.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint pyramidVao, lightVao;
-GLuint gradientProgId, solidProgId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f);
-glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
-glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
+GLuint lightVao, cursorVao;
+GLuint cursorNumIndices;
+
+Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg;
+
+std::vector<Skybox> skyboxes;
+int activeSkybox = 0;
+
+Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
+/* Model *sceneModel; */
+
+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;
-bool doScale, doRotate, doTranslate;
-void setProjectionAndViewUniforms(GLuint progId) {
- GLuint projId = glGetUniformLocation(progId, "projection");
- glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f);
- glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
+Model *targetModel; // The model that the selection is happening on
+Model::VertexLookup closestVertex;
+// How close a vertex needs to be to the cursor before it is "over"
+const float closestVertexThreshold = 0.5;
- GLuint viewId = glGetUniformLocation(progId, "view");
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+std::map<VertIdx, glm::vec3> manipulators;
+VertIdx curManipulator = {-1,-1};
+
+BlendshapeModel bsModel;
+bool playBlendshapeAnim = false;
+
+int windowWidth = 800, windowHeight = 600;
+float aspect() {
+ return (float)windowWidth / (float)windowHeight;
}
-void drawLight(float d, glm::vec3 lightPos) {
- glUseProgram(solidProgId);
- glBindVertexArray(lightVao);
- setProjectionAndViewUniforms(solidProgId);
- glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
- model = glm::scale(model, glm::vec3(0.2));
- GLuint modelId = glGetUniformLocation(solidProgId, "model");
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+inline glm::mat4 projMat() {
+ return glm::perspective(fov, aspect(), znear, zfar);
+}
- GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
- glm::vec3 color = glm::vec3(1, 1, 1);
- glUniform3fv(colorLoc, 1, glm::value_ptr(color));
+inline glm::mat4 viewMat() {
+ return glm::lookAt(camPos, camPos + camFront, camUp);
+}
- glDrawArrays(GL_TRIANGLES, 0, 36);
-};
+void setProjectionAndViewUniforms(GLuint progId) {
+ GLuint projLoc = glGetUniformLocation(progId, "projection");
+ glm::mat4 proj = projMat();
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
-void drawPyramids(float d, glm::vec3 lightPos) {
- glUseProgram(gradientProgId);
- glBindVertexArray(pyramidVao);
- setProjectionAndViewUniforms(gradientProgId);
+ GLuint viewLoc = glGetUniformLocation(progId, "view");
+ glm::mat4 view = viewMat();
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- GLuint lightPosLoc = glGetUniformLocation(gradientProgId, "lightPos");
+ GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
+ glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
+}
+
+void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
+ GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
+ glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
+
+ GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
- GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
+ GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
+}
- GLuint modelId = glGetUniformLocation(gradientProgId, "model");
+void drawPlainProg(Program *p, GLuint vao, glm::mat4 trans, glm::vec3 color) {
+ glUseProgram(p->progId);
+ glBindVertexArray(vao);
+ setProjectionAndViewUniforms(p->progId);
+ glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
+ GLuint modelLoc = glGetUniformLocation(p->progId, "model");
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- for (int i = 0; i < 10; i++) {
+ GLuint colorLoc = glGetUniformLocation(p->progId, "color");
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
- glm::mat4 model = glm::mat4(1.f);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+}
- model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
+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;
+}
+
+bool keyStates[256] = {false};
+
+void keyboard(unsigned char key, int x, int y) {
+ keyStates[key] = true;
+ if (key == 'z')
+ activeSkybox = (activeSkybox + 1) % skyboxes.size();
+ /* if (key == 'c') */
+ /* discoLights = !discoLights; */
+}
- if (doRotate) {
- model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
- model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
+void keyboardUp(unsigned char key, int x, int y) {
+ keyStates[key] = false;
}
- if (doScale)
- model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
+int mouseX, mouseY;
- if (doTranslate)
- model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
+// TODO: move these inside
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
+struct BlendshapeMode : public Mode {
+ class Delegate : public ControlWindowDelegate {
+ public:
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+ virtual void weightChanged(int blendshape, float weight) override {
+ bsModel.blendshapes[blendshape].weight = weight;
+ needToInterpolateBlendshapes = true;
+ }
- glDrawArrays(GL_TRIANGLES, 0, 18);
+ virtual void solveWeights(std::vector<float> &newWeights) override {
+ ::solveWeights(&bsModel, manipulators);
+ for (int i = 0; i < newWeights.size(); i++)
+ newWeights[i] = bsModel.blendshapes[i].weight;
+ needToInterpolateBlendshapes = true;
}
+ virtual void resetManipulators() override {
+ manipulators.clear();
+ curManipulator = { -1, -1 };
+ }
+
+ virtual void playbackChanged(bool playing) override {
+ playBlendshapeAnim = playing;
+ }
};
-void display() {
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+ Delegate cwDelegate;
+ ControlWindow controlWindow;
- glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10);
+ BlendshapeMode(std::string directory) {
+ loadBlendshapes(directory, *pbrProg, &bsModel);
+ targetModel = bsModel.model;
- drawPyramids(d, lightPos);
- drawLight(d, lightPos);
+ size_t numBlends = bsModel.blendshapes.size();
+ std::vector<std::string> names(numBlends);
+ for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name;
- glutSwapBuffers();
+ controlWindow = createControlWindow(names, &cwDelegate);
+
+ camPos = { 0, 18, 81 };
+ camFront = { 0, 0, -1 };
+ camUp = { 0, 1, 0 };
+ zfar = 10000;
+ znear = 0.1f;
}
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
- GLuint shader = glCreateShader(type);
+ void drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) {
+ glUseProgram(cursorProg->progId);
+ glBindVertexArray(cursorVao);
+ setProjectionAndViewUniforms(cursorProg->progId);
+ glm::mat4 model = glm::scale(glm::translate(glm::mat4(1), pos), glm::vec3(scale * 0.4));
+ GLuint modelLoc = glGetUniformLocation(cursorProg->progId, "model");
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+ GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color");
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
- if (!shader) {
- fprintf(stderr, "error creating shader\n");
- exit(1);
+ glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0);
}
- ifstream file(filePath);
- stringstream buffer;
- buffer << file.rdbuf();
- string str = buffer.str();
- const char* contents = str.c_str();
+ void display(float d) override {
+ if (closestVertex.distance < closestVertexThreshold)
+ drawCursor(closestVertex.pos, {0.5,0,1}, 0.9);
- glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
- glCompileShader(shader);
- GLint success;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetShaderInfoLog(shader, 1024, NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
- glAttachShader(progId, shader);
-}
+ for (auto v: manipulators) {
+ glm::vec3 color = { 0.4, 1, 0 };
+ if (closestVertex.meshIdx == v.first.first &&
+ closestVertex.vertIdx == v.first.second)
+ color = {1, 0, 0};
+ drawCursor(v.second, color);
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
- GLuint progId = glCreateProgram();
+ glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
+ drawCursor(origVertex, {0,0,1}, 0.7);
+ }
- attachShader(progId, vertexShader, GL_VERTEX_SHADER);
- attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
+ bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
+ }
- glLinkProgram(progId);
- GLint success = 0;
- glGetProgramiv(progId, GL_LINK_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error linking: %s\n", log);
- exit(1);
+ void timer() override {
+ float xSpeed = 0, ySpeed = 0, zSpeed = 0;
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
+ if (keyStates['w'])
+ zSpeed = 0.1f;
+ if (keyStates['s'])
+ zSpeed = -0.1f;
+ if (keyStates['a'])
+ xSpeed = 0.1f;
+ if (keyStates['d'])
+ xSpeed = -0.1f;
+ if (keyStates['q'])
+ ySpeed = 0.1f;
+ if (keyStates['e'])
+ ySpeed = -0.1f;
+#pragma clang diagnostic pop
+
+ if (playBlendshapeAnim) {
+ stepBlendshapeAnim(&bsModel);
+ needToInterpolateBlendshapes = true;
+ std::vector<float> newWeights(bsModel.blendshapes.size());
+ for (int i = 0; i < bsModel.blendshapes.size(); i++)
+ newWeights[i] = bsModel.blendshapes[i].weight;
+ updateWeights(&controlWindow, newWeights);
}
- return progId;
+ if (curManipulator.first != -1 && curManipulator.second != -1) {
+ manipulators[curManipulator].x += xSpeed;
+ manipulators[curManipulator].y += ySpeed;
+ manipulators[curManipulator].z += zSpeed;
}
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+ if (needToInterpolateBlendshapes) {
+ interpolateBlendshapes(&bsModel);
+ needToInterpolateBlendshapes = false;
+ }
-GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
+ if (needToCalculateClosestVertex) {
+ GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr);
+ glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]);
+ glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi
+ viewMat(),
+ projMat(),
+ viewport);
- GLfloat colors[] = {
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos);
+ needToCalculateClosestVertex = false;
+ }
+ }
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ void motion(int x, int y, int dx, int dy) override {
+ if (closestVertex.distance > closestVertexThreshold) {
+ const glm::vec3 origin(0,18,0);
+ const float sensitivity = 0.003f;
+ auto camMat = glm::translate(glm::mat4(1), origin + camPos);
+ auto rotation = glm::rotate(glm::rotate(glm::mat4(1), -dx * sensitivity, {0, 1, 0}),
+ -dy * sensitivity, {1, 0, 0});
+ auto rotAroundOrig = camMat * rotation * glm::translate(glm::mat4(1), origin - camPos);
+ camPos = rotAroundOrig * glm::vec4(camPos, 0);
+ camFront = origin - camPos; // face center
+ }
+ needToCalculateClosestVertex = true;
+ }
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ void passiveMotion(int x, int y, int dx, int dy) override {
+ needToCalculateClosestVertex = true;
+ }
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ void mouse(int button, int state, int x, int y) override {
+ if (isPanelFocused(controlWindow))
+ return;
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1
+ if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
+ if (closestVertex.distance < closestVertexThreshold) {
+ VertIdx idx = { closestVertex.meshIdx, closestVertex.vertIdx };
+ if (manipulators.count(idx) <= 0)
+ manipulators[idx] = closestVertex.pos;
+ curManipulator = idx;
+ }
+ }
+ }
};
- GLuint numVerts = 18;
+Mode *curMode;
- GLuint vbo;
- glGenBuffers(1, &vbo);
-
- GLuint vao;
- glGenVertexArrays(1, &vao);
- GLuint posId = glGetAttribLocation(progId, "vPosition");
- GLuint colorId = glGetAttribLocation(progId, "vColor");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+void display() {
+ glClearColor(0.5, 0.5, 0.5, 1);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
- GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
- GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
- GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
+ glUseProgram(getUtilProg()->progId);
+ setProjectionAndViewUniforms(getUtilProg()->progId);
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
+ glUseProgram(pbrProg->progId);
+ setProjectionAndViewUniforms(pbrProg->progId);
- glBindVertexArray(vao);
+ std::vector<Light> lights = curMode->getLights(d);
+ 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;
+ }
- glEnableVertexAttribArray(posId);
- glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
+ 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]));
- glEnableVertexAttribArray(normalLoc);
- glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
+#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);
- return vao;
+ 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
-vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
- vector<glm::vec3> triangles(6);
- triangles[0] = quads[0];
- triangles[1] = quads[1];
- triangles[2] = quads[2];
- triangles[3] = quads[2];
- triangles[4] = quads[3];
- triangles[5] = quads[0];
- return triangles;
-}
+ curMode->display(d);
-template <typename T>
-void append(vector<T> &a, vector<T> &b) {
- a.insert(a.end(), b.begin(), b.end());
-};
+ // TODO: restore
+ /* if (discoLights) { */
+ /* for (int i = numLights - 3; i < numLights; i++) { */
+ /* Light l = { lightPositions[i], lightColors[i] }; */
+ /* drawLight(l); */
+ /* } */
+ /* } */
-void setupLightBuffers(GLuint progId) {
- vector<glm::vec3> vertices;
- glm::vec3 front[] = {
- glm::vec3(1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(1, 1, -1)
- };
- vector<glm::vec3> frontTriangles = quadToTriangles(front);
- append(vertices, frontTriangles);
-
- glm::vec3 back[] = {
- glm::vec3(1, 1, 1),
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(1, -1, 1)
- };
- vector<glm::vec3> backQuads = quadToTriangles(back);
- append(vertices, backQuads);
-
- glm::vec3 top[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, 1, 1),
- glm::vec3(1, 1, 1)
- };
- vector<glm::vec3> topTriangles = quadToTriangles(top);
- append(vertices, topTriangles);
-
- glm::vec3 bottom[] = {
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
- append(vertices, bottomTriangles);
-
- glm::vec3 left[] = {
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, 1)
- };
- vector<glm::vec3> leftTriangles = quadToTriangles(left);
- append(vertices, leftTriangles);
-
- glm::vec3 right[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(1, 1, 1),
- glm::vec3(1, -1, 1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> rightTriangles = quadToTriangles(right);
- append(vertices, rightTriangles);
- GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
+ skyboxes[activeSkybox].draw(projMat(), viewMat());
+
+ glutSwapBuffers();
+}
+
+void setupPlainBuffers(GLuint progId, std::vector<glm::vec3> vertices) {
+ GLuint verticesSize = vertices.size() * sizeof(glm::vec3);
glGenVertexArrays(1, &lightVao);
GLuint vbo;
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
-void validateProgram(GLuint progId) {
- glValidateProgram(progId);
+GLuint setupBuffersWithIndices(GLuint progId, GLuint vao,
+ std::vector<glm::vec3> vertices,
+ std::vector<GLuint> indices) {
+ GLuint vbos[2];
+ glBindVertexArray(vao);
+ glGenBuffers(2, vbos);
- GLint success;
- glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
-}
+ int verticesSize = vertices.size() * sizeof(glm::vec3);
+ // positions
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
+ glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize,
+ glm::value_ptr(vertices[0]));
-void init() {
- glm::vec3 vertices[18] = {
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
-
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1),
- glm::vec3(1, -1, 1)
- };
+ GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
- // work out the normals
- glm::vec3 normals[18];
- for (int i = 0; i < 6; i++) {
- glm::vec3 a = vertices[i * 3];
- glm::vec3 b = vertices[i * 3 + 1];
- glm::vec3 c = vertices[i * 3 + 2];
- glm::vec3 u = glm::normalize(a - c);
- glm::vec3 v = glm::normalize(b - c);
- glm::vec3 norm = glm::normalize(glm::cross(v, u));
- for(int j = 0; j < 3; j++) {
- normals[i * 3 + j] = glm::vec3(norm);
- }
+ // indices
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos[1]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
+
+ return indices.size();
}
- gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
- glUseProgram(gradientProgId);
- pyramidVao = setupBuffers(vertices, normals, gradientProgId);
- validateProgram(gradientProgId);
- solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl");
- glUseProgram(solidProgId);
- setupLightBuffers(solidProgId);
- validateProgram(solidProgId);
+void init() {
+ initUtilProg();
+
+ plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(plainProg->progId);
+ setupPlainBuffers(plainProg->progId, cube());
+ plainProg->validate();
+
+ cursorProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(cursorProg->progId);
+ glGenVertexArrays(1, &cursorVao);
+ cursorNumIndices = setupBuffersWithIndices(cursorProg->progId, cursorVao, sphere(), sphereIndices());
+ cursorProg->validate();
+
+ skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.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);
+
+ /* if (curMode == Default) { */
+ /* const std::string scenePath = "models/cowedboy.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); */
+ /* } */
+
+ /* if (curMode == Blendshapes) { */
+ /* loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel); */
+ /* targetModel = bsModel.model; */
+
+ /* size_t numBlends = bsModel.blendshapes.size(); */
+ /* std::vector<std::string> names(numBlends); */
+ /* for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name; */
+ /* controlWindow = createControlWindow(names, &cwDelegate); */
+
+ /* camPos = { 0, 18, 81 }; */
+ /* camFront = { 0, 0, -1 }; */
+ /* camUp = { 0, 1, 0 }; */
+ /* zfar = 10000; */
+ /* znear = 0.1f; */
+ /* } */
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
-}
+ // prevent edge artifacts in specular cubemaps
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
-bool* keyStates = new bool[256];
-
-void keyboard(unsigned char key, int x, int y) {
- keyStates[key] = true;
- if (key == 'z')
- doScale = !doScale;
- if (key == 'x')
- doRotate = !doRotate;
- if (key == 'c')
- doTranslate = !doTranslate;
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
}
-void keyboardUp(unsigned char key, int x, int y) {
- 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;
+#pragma clang diagnostic pop
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
+#endif
+
+ curMode->timer();
+
+ /* if (curMode == Blendshapes) { */
+ /* float xSpeed = 0, ySpeed = 0, zSpeed = 0; */
+/* #pragma clang diagnostic push */
+/* #pragma clang diagnostic ignored "-Wchar-subscripts" */
+ /* if (keyStates['w']) */
+ /* zSpeed = 0.1f; */
+ /* if (keyStates['s']) */
+ /* zSpeed = -0.1f; */
+ /* if (keyStates['a']) */
+ /* xSpeed = 0.1f; */
+ /* if (keyStates['d']) */
+ /* xSpeed = -0.1f; */
+ /* if (keyStates['q']) */
+ /* ySpeed = 0.1f; */
+ /* if (keyStates['e']) */
+ /* ySpeed = -0.1f; */
+/* #pragma clang diagnostic pop */
+
+ /* if (playBlendshapeAnim) { */
+ /* stepBlendshapeAnim(&bsModel); */
+ /* needToInterpolateBlendshapes = true; */
+ /* std::vector<float> newWeights(bsModel.blendshapes.size()); */
+ /* for (int i = 0; i < bsModel.blendshapes.size(); i++) */
+ /* newWeights[i] = bsModel.blendshapes[i].weight; */
+ /* updateWeights(&controlWindow, newWeights); */
+ /* } */
+
+ /* if (curManipulator.first != -1 && curManipulator.second != -1) { */
+ /* manipulators[curManipulator].x += xSpeed; */
+ /* manipulators[curManipulator].y += ySpeed; */
+ /* manipulators[curManipulator].z += zSpeed; */
+ /* } */
+
+ /* if (needToInterpolateBlendshapes) { */
+ /* interpolateBlendshapes(&bsModel); */
+ /* needToInterpolateBlendshapes = false; */
+ /* } */
+
+ /* if (needToCalculateClosestVertex) { */
+ /* GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr); */
+ /* glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]); */
+ /* glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi */
+ /* viewMat(), */
+ /* projMat(), */
+ /* viewport); */
+
+ /* closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos); */
+ /* needToCalculateClosestVertex = false; */
+ /* } */
+ /* } */
+
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
prevMouseY = y;
firstMouse = false;
}
- int dx = x - prevMouseX, dy = y - prevMouseY;
+ float dx = x - prevMouseX, dy = y - prevMouseY;
+ prevMouseX = x; prevMouseY = y;
+ curMode->motion(x, y, dx, dy);
+}
+
+void passiveMotion(int x, int y) {
+ if (firstMouse) {
prevMouseX = x;
prevMouseY = y;
-
+ firstMouse = false;
+ }
+ mouseX = x; mouseY = y;
+ int dx = x - prevMouseX, dy = y - prevMouseY;
+ prevMouseX = x;
+ prevMouseY = y;
+#ifdef ENABLE_MOVEMENT
const float sensitivity = 0.005f;
yaw += dx * sensitivity;
pitch -= dy * sensitivity;
front.y = sin(pitch);
front.z = cos(pitch) * sin(yaw);
camFront = glm::normalize(front);
+
+ if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
+ camUp = glm::vec3(0, -1, 0);
+ } else {
+ camUp = glm::vec3(0, 1, 0);
+ }
+#endif
+
+ curMode->passiveMotion(x, y, dx, dy);
}
void mouse(int button, int state, int x, int y) {
+ curMode->mouse(button, state, x, y);
+
+#ifdef ENABLE_MOVEMENT
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
firstMouse = true;
+#endif
+}
+
+void reshape(int newWidth, int newHeight) {
+ windowWidth = newWidth, windowHeight = newHeight;
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
- glutInitWindowSize(800, 600);
- int win = glutCreateWindow("Hello Triangle");
+ glutInitWindowSize(windowWidth, windowHeight);
+ glutCreateWindow("Physically Based Rendering");
glutDisplayFunc(display);
+ glutReshapeFunc(reshape);
glewInit();
+ // TODO: parse argv
init();
+ curMode = new AnimationMode("movieAssets/scene.glb");
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(passiveMotion);
glutMouseFunc(mouse);
glutMainLoop();