From: Luke Lau Date: Wed, 26 Feb 2020 11:41:21 +0000 (+0000) Subject: Vertex picking X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=commitdiff_plain;h=b472351f3c80cec8c7e9ec30cb4c113c947c0ff7 Vertex picking --- diff --git a/main.cpp b/main.cpp index b7781ac..9a49d4c 100644 --- a/main.cpp +++ b/main.cpp @@ -41,6 +41,8 @@ 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; +glm::vec3 selectedPos; + struct Light { glm::mat4 trans; glm::vec3 color; @@ -56,11 +58,11 @@ float aspect() { 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); } @@ -88,20 +90,24 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor 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); @@ -130,6 +136,11 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) { 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); @@ -184,6 +195,8 @@ void display() { sceneModel->draw(skyboxes[activeSkybox], d * 1000); + pickVertex(); + for (Light &light: lights) drawLight(light); // TODO: restore @@ -232,7 +245,7 @@ void init() { 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; @@ -273,7 +286,7 @@ void init() { // 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}; @@ -290,7 +303,7 @@ void keyboardUp(unsigned char key, int x, int y) { keyStates[key] = false; } -#define ENABLE_MOVEMENT +/* #define ENABLE_MOVEMENT */ void timer(int _) { #ifdef ENABLE_MOVEMENT @@ -351,11 +364,20 @@ void motion(int x, int y) { 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) { @@ -378,6 +400,7 @@ int main(int argc, char** argv) { glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0); glutMotionFunc(motion); + glutPassiveMotionFunc(motion); glutMouseFunc(mouse); glutMainLoop(); diff --git a/model.cpp b/model.cpp index f4fc307..4192645 100644 --- a/model.cpp +++ b/model.cpp @@ -2,11 +2,10 @@ #include #include #include +#include #include "util.hpp" - -Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { - +Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) { std::vector vertices, normals, tangents, bitangents; std::vector texCoords; @@ -404,3 +403,36 @@ Model::Node* Model::Node::findNode(const aiNode &aiNode) { 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 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 }; +} diff --git a/model.hpp b/model.hpp index a3a290c..ecc8842 100644 --- a/model.hpp +++ b/model.hpp @@ -15,21 +15,6 @@ #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 { @@ -52,6 +37,7 @@ class Model { GLuint progId, vao, numIndices; unsigned int materialIndex; BoneMap boneMap; + const aiMesh &ai; }; public: @@ -86,10 +72,12 @@ class Model { 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 closestVertex(Model::Node &node, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans = glm::mat4(1)) const; + private: const Program program; diff --git a/models/blendshapeNeutral.glb b/models/blendshapeNeutral.glb new file mode 100644 index 0000000..f327724 Binary files /dev/null and b/models/blendshapeNeutral.glb differ diff --git a/util.hpp b/util.hpp index 84b2060..543d0c6 100644 --- a/util.hpp +++ b/util.hpp @@ -7,3 +7,23 @@ Program *getUtilProg(); void drawDebugNode(glm::mat4 transform, glm::vec4 color = {1, 0.5, 1, 1}); void printMatrix4x4(aiMatrix4x4 m); void printVec3(glm::vec3 v); + +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; +} + +inline glm::vec3 aiVector3DToMat4(aiVector3D from) { + return {from[0], from[1], from[2]}; +}