X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=7054e7a04905a2a636da53ce115233687661c3c1;hp=727c5ffd8b63a63ab32a604590619b4cb59ca01e;hb=b91a0d30ae6484b6c4d981aeafa8d4996c98effe;hpb=37cba564a96018a5500e942498d4e48c0ebe73ed diff --git a/main.cpp b/main.cpp index 727c5ff..7054e7a 100644 --- a/main.cpp +++ b/main.cpp @@ -1,408 +1,266 @@ #include #include #include -#include -#include #include #include +#include #ifdef __APPLE__ #include #else #include #endif #include +#include "shapes.hpp" #include #include #include +#include +#include +#include #include "model.hpp" -#include "teapot.h" +#include "program.hpp" +#include "skybox.hpp" +#include "image.hpp" +#include "util.hpp" +#include "ik.hpp" +#include "blendshapes.hpp" +#include "ui.hpp" #pragma clang diagnostic ignored "-Wdeprecated-declarations" using namespace std; -GLuint pyramidVao, lightVao, teapotVao; -GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId; -glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -10.0f); -glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f); -glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f); -float yaw = 1.57, pitch = 0; -bool doScale, doRotate, doTranslate; -Model *monkeyHead, *chest; -glm::vec3 chestPos(0); +GLuint lightVao, cursorVao; +GLuint cursorNumIndices; -const int WIDTH = 800, HEIGHT = 600; -const float ASPECT = (float)WIDTH / (float)HEIGHT; +Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg; -void setProjectionAndViewUniforms(GLuint progId) { - GLuint projLoc = glGetUniformLocation(progId, "projection"); - glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f); - glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj)); +ControlWindow controlWindow; - GLuint viewLoc = glGetUniformLocation(progId, "view"); - glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp); - glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); -} +std::vector skyboxes; +int activeSkybox = 0; -void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) { - GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor"); - glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor)); +Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears! +Model *sceneModel; - GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos"); - glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); +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; - GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos"); - glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); -} +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; -void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) { - glUseProgram(plainProgId); - glBindVertexArray(lightVao); - setProjectionAndViewUniforms(plainProgId); - glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos); - model = glm::scale(model, glm::vec3(0.2)); - GLuint modelLoc = glGetUniformLocation(plainProgId, "model"); - glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); +std::map manipulators; +VertIdx curManipulator = {-1,-1}; - GLuint colorLoc = glGetUniformLocation(plainProgId, "color"); - glm::vec4 color(lightColor); - glUniform4fv(colorLoc, 1, glm::value_ptr(color)); +BlendshapeModel bsModel; +bool playBlendshapeAnim = false; - glDrawArrays(GL_TRIANGLES, 0, 36); +struct Light { + glm::mat4 trans; + glm::vec3 color; }; -void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) { - glUseProgram(gradientProgId); - glBindVertexArray(pyramidVao); - setProjectionAndViewUniforms(gradientProgId); +std::vector lights; - setLightColorAndPos(gradientProgId, lightPos, lightColor); +bool discoLights = false; - GLuint modelId = glGetUniformLocation(gradientProgId, "model"); +int windowWidth = 800, windowHeight = 600; - for (int i = 0; i < 10; i++) { - - glm::mat4 model = glm::mat4(1.f); - - model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10)); +enum Mode { + Default, + Blendshapes +}; +Mode curMode; - 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)); +float aspect() { + return (float)windowWidth / (float)windowHeight; } - if (doScale) - model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f)); - - if (doTranslate) - model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4)))); - - - glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model)); - - glDrawArrays(GL_TRIANGLES, 0, 18); +inline glm::mat4 projMat() { + return glm::perspective(fov, aspect(), znear, zfar); } -}; - -enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated }; - -void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) { - glUseProgram(normalProgId); - - GLuint projLoc = glGetUniformLocation(normalProgId, "projection"); - GLuint viewLoc = glGetUniformLocation(normalProgId, "view"); - switch (proj) { - case teapotCamera: - setProjectionAndViewUniforms(normalProgId); - break; - case teapotOrtho: - { - glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f); - glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj)); - - glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos; - glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp); - glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); +inline glm::mat4 viewMat() { + return glm::lookAt(camPos, camPos + camFront, camUp); } - break; - case teapotPerspStatic: - case teapotPerspAnimated: - { - float fov = glm::radians(45.f); - if (proj == teapotPerspAnimated) - fov += glm::radians(sin(d) * 30.f); - glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f); + +void setProjectionAndViewUniforms(GLuint progId) { + GLuint projLoc = glGetUniformLocation(progId, "projection"); + glm::mat4 proj = projMat(); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj)); - glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp); + GLuint viewLoc = glGetUniformLocation(progId, "view"); + glm::mat4 view = viewMat(); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); - } - break; - } - setLightColorAndPos(normalProgId, lightPos, lightColor); - glBindVertexArray(teapotVao); - GLuint modelId = glGetUniformLocation(normalProgId, "model"); - glm::mat4 model(1); - model = glm::scale(model, glm::vec3(0.3)); - if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0)); - glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model)); - glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count); + GLuint camPosLoc = glGetUniformLocation(progId, "camPos"); + glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos)); } -void display() { - glClearColor(0.5, 0.5, 0.5, 1); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - - /* glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10); */ - glm::vec3 lightPos = glm::vec3(0, 10, 10); - glm::vec4 lightColor(1, 1, 1, 1); - - glViewport(0, 0, WIDTH, HEIGHT); - /* drawPyramids(d, lightPos, lightColor); */ - drawLight(d, lightPos, lightColor); - - glUseProgram(solidProgId); - setProjectionAndViewUniforms(solidProgId); - setLightColorAndPos(solidProgId, lightPos, lightColor); - - GLuint colorLoc = glGetUniformLocation(solidProgId, "color"); - glm::vec4 c(1); - glUniform4fv(colorLoc, 1, glm::value_ptr(c)); - - monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0)); - monkeyHead->draw(); - - glUseProgram(textureProgId); - setProjectionAndViewUniforms(textureProgId); - setLightColorAndPos(textureProgId, lightPos, lightColor); - - Model::Node *top = chest->find("top"); - top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); - top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); - top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); - - /* Model::Node *jewels = chest->find("jewels"); */ - /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */ - - Model::Node *lock = chest->find("lock"); - lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); - lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); - lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); - - Model::Node *key = chest->find("key"); - key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); - - chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos); - chest->draw(); - - /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */ - - /* glClear(GL_DEPTH_BUFFER_BIT); */ - - /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */ - /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */ +void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) { + GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor"); + glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor)); - /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */ - /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */ + GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos"); + glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); - /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */ - /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */ + GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos"); + glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); +} - /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */ - /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */ +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)); + GLuint colorLoc = glGetUniformLocation(p->progId, "color"); + glUniform4fv(colorLoc, 1, glm::value_ptr(color)); - glutSwapBuffers(); + glDrawArrays(GL_TRIANGLES, 0, 36); } -void attachShader(GLuint progId, const char* filePath, GLenum type) { - GLuint shader = glCreateShader(type); - - if (!shader) { - fprintf(stderr, "error creating shader\n"); - exit(1); +void drawLight(Light &light) { + drawPlainProg(plainProg, lightVao, light.trans, light.color); } - ifstream file(filePath); - stringstream buffer; - buffer << file.rdbuf(); - string str = buffer.str(); - const char* contents = str.c_str(); - - 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); +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; } - glAttachShader(progId, shader); + 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; } - -GLuint compileShaders(char* vertexShader, char* fragmentShader) { - GLuint progId = glCreateProgram(); - - attachShader(progId, vertexShader, GL_VERTEX_SHADER); - attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER); - - 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); } - - return progId; + return 1; } -#define BUFFER_OFFSET(i) ((char *)NULL + (i)) +glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) { + aiNode *parent = node; + glm::mat4 res = m; + std::vector 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; +} -GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) { +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)); - GLfloat colors[] = { - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color"); + glUniform4fv(colorLoc, 1, glm::value_ptr(color)); - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0); +} - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, +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); - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + glUseProgram(getUtilProg()->progId); + setProjectionAndViewUniforms(getUtilProg()->progId); - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1 - }; + glUseProgram(pbrProg->progId); + setProjectionAndViewUniforms(pbrProg->progId); - GLuint numVerts = 18; + 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; + } - GLuint vbo; - glGenBuffers(1, &vbo); + 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 == 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); + } + } - GLuint vao; - glGenVertexArrays(1, &vao); + 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])); - GLuint posId = glGetAttribLocation(progId, "vPosition"); - GLuint colorId = glGetAttribLocation(progId, "vColor"); - GLuint normalLoc = glGetAttribLocation(progId, "vNormal"); +#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 - GLuint vertsLen = numVerts * 3 * sizeof(GLfloat); - GLuint colorsLen = numVerts * 4 * sizeof(GLfloat); - GLuint normalLen = numVerts * 3 * sizeof(GLfloat); + if (curMode == Default) + sceneModel->draw(skyboxes[activeSkybox], d * 1000); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW); + if (curMode == Blendshapes) { + if (closestVertex.distance < closestVertexThreshold) + drawCursor(closestVertex.pos, {0.5,0,1}, 0.9); - 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])); + 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); - glBindVertexArray(vao); + glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]); + drawCursor(origVertex, {0,0,1}, 0.7); + } - glEnableVertexAttribArray(posId); - glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0); + bsModel.model->draw(skyboxes[activeSkybox], d * 1000); + } - glEnableVertexAttribArray(colorId); - glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen)); + for (Light &light: lights) drawLight(light); - glEnableVertexAttribArray(normalLoc); - glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen)); + // TODO: restore + /* if (discoLights) { */ + /* for (int i = numLights - 3; i < numLights; i++) { */ + /* Light l = { lightPositions[i], lightColors[i] }; */ + /* drawLight(l); */ + /* } */ + /* } */ - return vao; -} + skyboxes[activeSkybox].draw(projMat(), viewMat()); -vector quadToTriangles(glm::vec3 *quads) { - vector 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; + glutSwapBuffers(); } -template -void append(vector &a, vector &b) { - a.insert(a.end(), b.begin(), b.end()); -}; - -void setupLightBuffers(GLuint progId) { - vector 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 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 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 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 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 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 rightTriangles = quadToTriangles(right); - append(vertices, rightTriangles); - GLuint verticesSize = 36 * 3 * sizeof(GLfloat); +void setupPlainBuffers(GLuint progId, std::vector vertices) { + GLuint verticesSize = vertices.size() * sizeof(glm::vec3); glGenVertexArrays(1, &lightVao); GLuint vbo; @@ -416,130 +274,174 @@ void setupLightBuffers(GLuint progId) { glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } -void setupTeapotBuffers(GLuint progId) { +GLuint setupBuffersWithIndices(GLuint progId, GLuint vao, + std::vector vertices, + std::vector indices) { GLuint vbos[2]; + glBindVertexArray(vao); glGenBuffers(2, vbos); - glBindBuffer(GL_ARRAY_BUFFER, vbos[0]); - glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, vbos[1]); - glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW); - glGenVertexArrays(1, &teapotVao); - glBindVertexArray(teapotVao); + 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])); GLuint posLoc = glGetAttribLocation(progId, "vPosition"); - GLuint normalLoc = glGetAttribLocation(progId, "vNormal"); - glEnableVertexAttribArray(posLoc); - glBindBuffer(GL_ARRAY_BUFFER, vbos[0]); - glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL); + glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); - glEnableVertexAttribArray(normalLoc); - glBindBuffer(GL_ARRAY_BUFFER, vbos[1]); - glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL); + // 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(); } -void validateProgram(GLuint progId) { - glValidateProgram(progId); +bool needToCalculateClosestVertex = false; +bool needToInterpolateBlendshapes = false; - 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); +class Delegate : public ControlWindowDelegate { + public: + + virtual void weightChanged(int blendshape, float weight) { + bsModel.blendshapes[blendshape].weight = weight; + needToInterpolateBlendshapes = true; } + + virtual void solveWeights(std::vector &newWeights) { + ::solveWeights(&bsModel, manipulators); + for (int i = 0; i < newWeights.size(); i++) + newWeights[i] = bsModel.blendshapes[i].weight; + needToInterpolateBlendshapes = true; } -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) - }; + virtual void resetManipulators() { + manipulators.clear(); + curManipulator = { -1, -1 }; + } - // 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); + virtual void playbackChanged(bool playing) { + playBlendshapeAnim = playing; } +}; + +Delegate cwDelegate; + + +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); } - gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl"); - glUseProgram(gradientProgId); - pyramidVao = setupBuffers(vertices, normals, gradientProgId); - validateProgram(gradientProgId); + 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; - plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl"); - glUseProgram(plainProgId); - setupLightBuffers(plainProgId); - validateProgram(plainProgId); + camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z); - normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl"); - glUseProgram(normalProgId); - setupTeapotBuffers(normalProgId); - validateProgram(normalProgId); + fov = cam->mHorizontalFOV; + // TODO: aspectRatio = cam->mAspect; + znear = cam->mClipPlaneNear; + zfar = cam->mClipPlaneFar; + } - solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl"); - glUseProgram(solidProgId); - validateProgram(solidProgId); + 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); + } - textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl"); - glUseProgram(textureProgId); - validateProgram(textureProgId); + sceneModel = new Model(scene, *pbrProg); + } - monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId); - chest = new Model("chest.dae", textureProgId); + if (curMode == Blendshapes) { + loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel); + targetModel = bsModel.model; + + size_t numBlends = bsModel.blendshapes.size(); + std::vector 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); + + glViewport(0, 0, windowWidth * 2, windowHeight * 2); } -bool* keyStates = new bool[256]; +bool keyStates[256] = {false}; void keyboard(unsigned char key, int x, int y) { keyStates[key] = true; if (key == 'z') - doScale = !doScale; - if (key == 'x') - doRotate = !doRotate; + activeSkybox = (activeSkybox + 1) % skyboxes.size(); if (key == 'c') - doTranslate = !doTranslate; + discoLights = !discoLights; } void keyboardUp(unsigned char key, int x, int y) { keyStates[key] = false; } +int mouseX, mouseY; + +/* #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']) @@ -552,15 +454,64 @@ void timer(int _) { ySpeed = 0.1f; if (keyStates['e']) ySpeed = -0.1f; - - if (keyStates['j']) chestPos.z += 0.1f; - if (keyStates['k']) chestPos.z -= 0.1f; - if (keyStates['h']) chestPos.x -= 0.1f; - if (keyStates['l']) chestPos.x += 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 + + 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 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); } @@ -574,6 +525,35 @@ void motion(int x, int y) { prevMouseY = y; firstMouse = false; } + float dx = x - prevMouseX, dy = y - prevMouseY; + prevMouseX = x; prevMouseY = y; + if (curMode == Blendshapes) { + 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; + } +} + +void passiveMotion(int x, int y) { + if (firstMouse) { + prevMouseX = x; + prevMouseY = y; + firstMouse = false; + } + mouseX = x; mouseY = y; + prevMouseX = x; + prevMouseY = y; +#ifdef ENABLE_MOVEMENT + + int dx = x - prevMouseX, dy = y - prevMouseY; prevMouseX = x; @@ -594,28 +574,53 @@ void motion(int x, int y) { } else { camUp = glm::vec3(0, 1, 0); } +#endif + if (curMode == Blendshapes) + needToCalculateClosestVertex = true; } void mouse(int button, int state, int x, int y) { + if (isPanelFocused(controlWindow)) + return; + + 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; + } + } + +#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(WIDTH, HEIGHT); - int win = glutCreateWindow("Hello Triangle"); + glutInitWindowSize(windowWidth, windowHeight); + glutCreateWindow("Physically Based Rendering"); glutDisplayFunc(display); + glutReshapeFunc(reshape); glewInit(); + // TODO: parse argv + curMode = Blendshapes; init(); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0); glutMotionFunc(motion); + glutPassiveMotionFunc(passiveMotion); glutMouseFunc(mouse); glutMainLoop();