Fix bone offset matrix being unnecessarily inverted
[opengl.git] / model.cpp
index 3fbe17a997ad1abe492c554ef2faefe4317fe1e4..f68db4b6407f2096c4313794e1bb3d1c00e569f1 100644 (file)
--- a/model.cpp
+++ b/model.cpp
@@ -1,8 +1,17 @@
 #include "model.hpp"
 #include <iostream>
 #include <assimp/postprocess.h>
+#include <assimp/quaternion.h>
 #include <glm/gtc/type_ptr.hpp>
 
+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;
+}
+
 Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
 
        std::vector<glm::vec3> vertices, normals, tangents, bitangents;
@@ -20,15 +29,6 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
                        std::cerr << "Missing normals" << std::endl;
                        exit(1);
                }
-               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 {
-                       std::cerr << "Missing tangents: make sure blender has UV maps" << std::endl;
-                       exit(1);
-               }
                // check for texture coord set 0
                if (aiMesh->HasTextureCoords(0)) {
                        const aiVector3D v = aiMesh->mTextureCoords[0][i];
@@ -58,7 +58,7 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
        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, "pos");
        glBindBuffer(GL_ARRAY_BUFFER, vertexVbo);
@@ -78,67 +78,233 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
        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);
+
+       // 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): ai(node), progId(progId) {
+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 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;
+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);
 }
 
 void Model::Node::draw(        const std::vector<Mesh> &meshes,
                                                const std::vector<Material> &materials,
                                                const Skybox skybox,
-                                               glm::mat4 parentTrans = glm::mat4(1)) const {
+                                               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;
+                       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, skybox, m);
+       for (Node *child: children) child->draw(meshes, materials, skybox, tick, m, boneTransforms);
 }
 
-Model::Model(const std::string &path, Program p, Skybox s): program(p), skybox(s) {
+Model::Model(const std::string &path, Program p): program(p) {
        glUseProgram(p.progId);
        
        const aiScene *scene = importer.ReadFile(path, 
-                       aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals);
+                       aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
        if (!scene) {
                std::cerr << importer.GetErrorString() << std::endl;
                exit(1);
@@ -149,22 +315,69 @@ Model::Model(const std::string &path, Program p, Skybox s): program(p), skybox(s
                meshes.push_back(Mesh(mesh, p.progId));
        }
 
-       for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
+       // TODO: handle default material inserted at the end by assimp
+       for (unsigned int i = 0; i < scene->mNumMaterials - 1; i++) {
                const aiMaterial &material = *scene->mMaterials[i];
-               materials.push_back(Material(material, p.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);
                }
 
-       root = new Node(*(scene->mRootNode), p.progId);
+               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);
 }
 
-void Model::draw() const {
+/* 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);
-       program.validate();
+
+       
+
+       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;
 }