float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
float yaw = 1.57, pitch = 0;
+glm::vec3 selectedPos;
+
struct Light {
glm::mat4 trans;
glm::vec3 color;
return (float)windowWidth / (float)windowHeight;
}
-glm::mat4 projMat() {
+inline glm::mat4 projMat() {
return glm::perspective(fov, aspect(), znear, zfar);
}
-glm::mat4 viewMat() {
+inline glm::mat4 viewMat() {
return glm::lookAt(camPos, camPos + camFront, camUp);
}
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
-void drawLight(Light &light) {
+void drawBox(glm::mat4 trans, glm::vec3 color) {
glUseProgram(plainProg->progId);
glBindVertexArray(lightVao);
setProjectionAndViewUniforms(plainProg->progId);
- glm::mat4 model = glm::scale(light.trans, glm::vec3(0.2));
+ glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
- glUniform4fv(colorLoc, 1, glm::value_ptr(light.color));
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
+void drawLight(Light &light) {
+ drawBox(light.trans, light.color);
+}
+
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 res;
}
+void pickVertex() {
+ auto res = sceneModel->closestVertex(sceneModel->getRoot(), camPos, selectedPos);
+ drawBox(glm::translate(glm::mat4(1), res.first), {1, 1, 0.5});
+}
+
void display() {
glClearColor(0.5, 0.5, 0.5, 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
sceneModel->draw(skyboxes[activeSkybox], d * 1000);
+ pickVertex();
+
for (Light &light: lights) drawLight(light);
// TODO: restore
pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
glUseProgram(pbrProg->progId);
- const std::string scenePath = "models/mipmapping.glb";
+ const std::string scenePath = "models/blendshapeNeutral.glb";
const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
if (!scene) {
std::cerr << importer.GetErrorString() << std::endl;
// prevent edge artifacts in specular cubemaps
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- glViewport(0, 0, windowWidth, windowHeight);
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
}
bool keyStates[256] = {false};
keyStates[key] = false;
}
-#define ENABLE_MOVEMENT
+/* #define ENABLE_MOVEMENT */
void timer(int _) {
#ifdef ENABLE_MOVEMENT
camUp = glm::vec3(0, 1, 0);
}
#endif
+
+ GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr);
+ glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]);
+ selectedPos = glm::unProject(glm::vec3(x * 2, viewport[3] - y * 2, 1), // hidpi
+ viewMat(), //view * model mat
+ projMat(),
+ viewport);
}
void mouse(int button, int state, int x, int y) {
+#ifdef ENABLE_MOVEMENT
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
firstMouse = true;
+#endif
}
void reshape(int newWidth, int newHeight) {
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(motion);
glutMouseFunc(mouse);
glutMainLoop();
#include <iostream>
#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) {
-
+Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) {
std::vector<glm::vec3> vertices, normals, tangents, bitangents;
std::vector<glm::vec2> texCoords;
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 shortestDist = FLT_MAX;
+ glm::vec3 closest;
+ 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++) {
+ glm::vec4 vPos = glm::vec4(aiVector3DToMat4(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 < shortestDist) {
+ closest = glm::vec3(vPos);
+ shortestDist = dist;
+ }
+ }
+ }
+
+ for (auto child: n.getChildren()) {
+ auto res = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation));
+ if (res.second < shortestDist) {
+ closest = res.first;
+ shortestDist = res.second;
+ }
+ }
+
+ return { closest, shortestDist };
+}
#include "program.hpp"
#include "skybox.hpp"
-inline 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;
-}
-
-inline aiMatrix4x4 mat4ToaiMatrix(glm::mat4 from) {
- aiMatrix4x4 to;
- for (int i = 0; i < 4; i++)
- for (int j = 0; j < 4; j++)
- to[i][j] = from[j][i];
- return to;
-}
class Model {
GLuint progId, vao, numIndices;
unsigned int materialIndex;
BoneMap boneMap;
+ const aiMesh &ai;
};
public:
const bool isBone;
};
- Node* getRoot() { return root; }
+ Node& getRoot() const { return *root; }
Node* find(const aiString name) const;
Node* find(const std::string &name) const;
+ std::pair<glm::vec3, float> closestVertex(Model::Node &node, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans = glm::mat4(1)) const;
+
private:
const Program program;