10 #include <OpenGL/glew.h>
12 #include <GLUT/glut.h>
14 #include <glm/glm.hpp>
15 #include <glm/ext.hpp>
16 #include <glm/gtc/type_ptr.hpp>
17 #include <assimp/Importer.hpp>
18 #include <assimp/scene.h>
19 #include <assimp/postprocess.h>
21 #include "program.hpp"
26 #include "blendshapes.hpp"
28 #include "mode/animationMode.hpp"
30 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
34 GLuint lightVao, cursorVao;
35 GLuint cursorNumIndices;
37 Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg;
39 std::vector<Skybox> skyboxes;
42 Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
43 /* Model *sceneModel; */
45 glm::vec3 camPos = {0, 0, -5}, camFront = {0, 0, 1}, camUp = {0, 1, 0};
46 float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
47 float yaw = 1.57, pitch = 0;
49 Model *targetModel; // The model that the selection is happening on
50 Model::VertexLookup closestVertex;
51 // How close a vertex needs to be to the cursor before it is "over"
52 const float closestVertexThreshold = 0.5;
54 std::map<VertIdx, glm::vec3> manipulators;
55 VertIdx curManipulator = {-1,-1};
57 BlendshapeModel bsModel;
58 bool playBlendshapeAnim = false;
60 int windowWidth = 800, windowHeight = 600;
62 return (float)windowWidth / (float)windowHeight;
65 inline glm::mat4 projMat() {
66 return glm::perspective(fov, aspect(), znear, zfar);
69 inline glm::mat4 viewMat() {
70 return glm::lookAt(camPos, camPos + camFront, camUp);
73 void setProjectionAndViewUniforms(GLuint progId) {
74 GLuint projLoc = glGetUniformLocation(progId, "projection");
75 glm::mat4 proj = projMat();
76 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
78 GLuint viewLoc = glGetUniformLocation(progId, "view");
79 glm::mat4 view = viewMat();
80 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
82 GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
83 glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
86 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
87 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
88 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
90 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
91 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
93 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
94 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
97 void drawPlainProg(Program *p, GLuint vao, glm::mat4 trans, glm::vec3 color) {
98 glUseProgram(p->progId);
99 glBindVertexArray(vao);
100 setProjectionAndViewUniforms(p->progId);
101 glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
102 GLuint modelLoc = glGetUniformLocation(p->progId, "model");
103 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
105 GLuint colorLoc = glGetUniformLocation(p->progId, "color");
106 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
108 glDrawArrays(GL_TRIANGLES, 0, 36);
111 int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
112 if (strcmp(n->mName.data, name.data) == 0) {
113 *dest = aiMatrixToMat4(n->mTransformation);
116 for (int i = 0; i < n->mNumChildren; i++) {
117 if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
118 glm::mat4 t = aiMatrixToMat4(n->mTransformation);
126 glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
127 aiNode *parent = node;
129 std::vector<glm::mat4> trans;
130 while (parent != nullptr) {
131 /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
132 trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
133 parent = parent->mParent;
135 while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
139 bool keyStates[256] = {false};
141 void keyboard(unsigned char key, int x, int y) {
142 keyStates[key] = true;
144 activeSkybox = (activeSkybox + 1) % skyboxes.size();
145 /* if (key == 'c') */
146 /* discoLights = !discoLights; */
149 void keyboardUp(unsigned char key, int x, int y) {
150 keyStates[key] = false;
155 // TODO: move these inside
156 bool needToCalculateClosestVertex = false;
157 bool needToInterpolateBlendshapes = false;
158 struct BlendshapeMode : public Mode {
160 class Delegate : public ControlWindowDelegate {
163 virtual void weightChanged(int blendshape, float weight) override {
164 bsModel.blendshapes[blendshape].weight = weight;
165 needToInterpolateBlendshapes = true;
168 virtual void solveWeights(std::vector<float> &newWeights) override {
169 ::solveWeights(&bsModel, manipulators);
170 for (int i = 0; i < newWeights.size(); i++)
171 newWeights[i] = bsModel.blendshapes[i].weight;
172 needToInterpolateBlendshapes = true;
175 virtual void resetManipulators() override {
176 manipulators.clear();
177 curManipulator = { -1, -1 };
180 virtual void playbackChanged(bool playing) override {
181 playBlendshapeAnim = playing;
186 ControlWindow controlWindow;
188 BlendshapeMode(std::string directory) {
189 loadBlendshapes(directory, *pbrProg, &bsModel);
190 targetModel = bsModel.model;
192 size_t numBlends = bsModel.blendshapes.size();
193 std::vector<std::string> names(numBlends);
194 for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name;
196 controlWindow = createControlWindow(names, &cwDelegate);
198 camPos = { 0, 18, 81 };
199 camFront = { 0, 0, -1 };
205 void drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) {
206 glUseProgram(cursorProg->progId);
207 glBindVertexArray(cursorVao);
208 setProjectionAndViewUniforms(cursorProg->progId);
209 glm::mat4 model = glm::scale(glm::translate(glm::mat4(1), pos), glm::vec3(scale * 0.4));
210 GLuint modelLoc = glGetUniformLocation(cursorProg->progId, "model");
211 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
213 GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color");
214 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
216 glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0);
219 void display(float d) override {
220 if (closestVertex.distance < closestVertexThreshold)
221 drawCursor(closestVertex.pos, {0.5,0,1}, 0.9);
223 for (auto v: manipulators) {
224 glm::vec3 color = { 0.4, 1, 0 };
225 if (closestVertex.meshIdx == v.first.first &&
226 closestVertex.vertIdx == v.first.second)
228 drawCursor(v.second, color);
230 glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
231 drawCursor(origVertex, {0,0,1}, 0.7);
234 bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
237 void timer() override {
238 float xSpeed = 0, ySpeed = 0, zSpeed = 0;
239 #pragma clang diagnostic push
240 #pragma clang diagnostic ignored "-Wchar-subscripts"
253 #pragma clang diagnostic pop
255 if (playBlendshapeAnim) {
256 stepBlendshapeAnim(&bsModel);
257 needToInterpolateBlendshapes = true;
258 std::vector<float> newWeights(bsModel.blendshapes.size());
259 for (int i = 0; i < bsModel.blendshapes.size(); i++)
260 newWeights[i] = bsModel.blendshapes[i].weight;
261 updateWeights(&controlWindow, newWeights);
264 if (curManipulator.first != -1 && curManipulator.second != -1) {
265 manipulators[curManipulator].x += xSpeed;
266 manipulators[curManipulator].y += ySpeed;
267 manipulators[curManipulator].z += zSpeed;
270 if (needToInterpolateBlendshapes) {
271 interpolateBlendshapes(&bsModel);
272 needToInterpolateBlendshapes = false;
275 if (needToCalculateClosestVertex) {
276 GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr);
277 glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]);
278 glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi
283 closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos);
284 needToCalculateClosestVertex = false;
289 void motion(int x, int y, int dx, int dy) override {
290 if (closestVertex.distance > closestVertexThreshold) {
291 const glm::vec3 origin(0,18,0);
292 const float sensitivity = 0.003f;
293 auto camMat = glm::translate(glm::mat4(1), origin + camPos);
294 auto rotation = glm::rotate(glm::rotate(glm::mat4(1), -dx * sensitivity, {0, 1, 0}),
295 -dy * sensitivity, {1, 0, 0});
296 auto rotAroundOrig = camMat * rotation * glm::translate(glm::mat4(1), origin - camPos);
297 camPos = rotAroundOrig * glm::vec4(camPos, 0);
298 camFront = origin - camPos; // face center
300 needToCalculateClosestVertex = true;
303 void passiveMotion(int x, int y, int dx, int dy) override {
304 needToCalculateClosestVertex = true;
307 void mouse(int button, int state, int x, int y) override {
308 if (isPanelFocused(controlWindow))
311 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
312 if (closestVertex.distance < closestVertexThreshold) {
313 VertIdx idx = { closestVertex.meshIdx, closestVertex.vertIdx };
314 if (manipulators.count(idx) <= 0)
315 manipulators[idx] = closestVertex.pos;
316 curManipulator = idx;
326 glClearColor(0.5, 0.5, 0.5, 1);
327 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
328 glViewport(0, 0, windowWidth * 2, windowHeight * 2);
330 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
332 glUseProgram(getUtilProg()->progId);
333 setProjectionAndViewUniforms(getUtilProg()->progId);
335 glUseProgram(pbrProg->progId);
336 setProjectionAndViewUniforms(pbrProg->progId);
338 std::vector<Light> lights = curMode->getLights(d);
339 glm::vec3 lightPositions[numLights], lightColors[numLights];
340 for (int i = 0; i < lights.size(); i++) {
341 lightPositions[i] = glm::vec3(lights[i].trans[3]);
342 lightColors[i] = lights[i].color;
346 glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights);
347 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
348 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
352 glm::vec3 targetPos(sin(d) * 2 + 3, -2, 1);
353 Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} };
354 drawLight(targetLight);
355 inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
357 targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 };
358 targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5} };
359 drawLight(targetLight);
360 inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos);
367 /* if (discoLights) { */
368 /* for (int i = numLights - 3; i < numLights; i++) { */
369 /* Light l = { lightPositions[i], lightColors[i] }; */
374 skyboxes[activeSkybox].draw(projMat(), viewMat());
379 void setupPlainBuffers(GLuint progId, std::vector<glm::vec3> vertices) {
380 GLuint verticesSize = vertices.size() * sizeof(glm::vec3);
382 glGenVertexArrays(1, &lightVao);
384 glBindVertexArray(lightVao);
385 glGenBuffers(1, &vbo);
386 glBindBuffer(GL_ARRAY_BUFFER, vbo);
387 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
388 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
389 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
390 glEnableVertexAttribArray(posLoc);
391 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
394 GLuint setupBuffersWithIndices(GLuint progId, GLuint vao,
395 std::vector<glm::vec3> vertices,
396 std::vector<GLuint> indices) {
398 glBindVertexArray(vao);
399 glGenBuffers(2, vbos);
401 int verticesSize = vertices.size() * sizeof(glm::vec3);
403 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
404 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
405 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize,
406 glm::value_ptr(vertices[0]));
408 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
409 glEnableVertexAttribArray(posLoc);
410 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
413 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos[1]);
414 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
416 return indices.size();
423 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
424 glUseProgram(plainProg->progId);
425 setupPlainBuffers(plainProg->progId, cube());
426 plainProg->validate();
428 cursorProg = new Program("plainvertex.glsl", "plainfrag.glsl");
429 glUseProgram(cursorProg->progId);
430 glGenVertexArrays(1, &cursorVao);
431 cursorNumIndices = setupBuffersWithIndices(cursorProg->progId, cursorVao, sphere(), sphereIndices());
432 cursorProg->validate();
434 skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
435 skyboxes.push_back(Skybox(Image("skyboxes/wooden_lounge_8k.hdr")));
436 skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr")));
437 skyboxes.push_back(Skybox(Image("skyboxes/pink_sunrise_8k.hdr")));
439 pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
440 glUseProgram(pbrProg->progId);
442 /* if (curMode == Default) { */
443 /* const std::string scenePath = "models/cowedboy.glb"; */
444 /* const aiScene *scene = importer.ReadFile( */
445 /* scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | */
446 /* aiProcess_GenNormals | aiProcess_FlipUVs); */
448 /* std::cerr << importer.GetErrorString() << std::endl; */
452 /* if (scene->mNumCameras > 0) { */
453 /* aiCamera *cam = scene->mCameras[0]; */
454 /* glm::mat4 camTrans; */
455 /* if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0) */
456 /* abort(); // there must be a node with the same name as camera */
458 /* camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]}; */
460 /* glm::vec3 camLookAt = */
461 /* glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z); */
462 /* camFront = camLookAt - camPos; */
464 /* camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z); */
466 /* fov = cam->mHorizontalFOV; */
467 /* // TODO: aspectRatio = cam->mAspect; */
468 /* znear = cam->mClipPlaneNear; */
469 /* zfar = cam->mClipPlaneFar; */
472 /* for (int i = 0; i < scene->mNumLights; i++) { */
473 /* aiLight *light = scene->mLights[i]; */
474 /* glm::mat4 trans; */
475 /* findNodeTrans(scene->mRootNode, light->mName, &trans); */
476 /* glm::vec3 col = {light->mColorAmbient.r, light->mColorAmbient.g, */
477 /* light->mColorAmbient.b}; */
478 /* Light l = {trans, col}; */
479 /* lights.push_back(l); */
482 /* sceneModel = new Model(scene, *pbrProg); */
485 /* if (curMode == Blendshapes) { */
486 /* loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel); */
487 /* targetModel = bsModel.model; */
489 /* size_t numBlends = bsModel.blendshapes.size(); */
490 /* std::vector<std::string> names(numBlends); */
491 /* for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name; */
492 /* controlWindow = createControlWindow(names, &cwDelegate); */
494 /* camPos = { 0, 18, 81 }; */
495 /* camFront = { 0, 0, -1 }; */
496 /* camUp = { 0, 1, 0 }; */
501 glEnable(GL_DEPTH_TEST);
502 glEnable(GL_CULL_FACE);
503 // prevent edge artifacts in specular cubemaps
504 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
506 glViewport(0, 0, windowWidth * 2, windowHeight * 2);
510 /* #define ENABLE_MOVEMENT */
512 #ifdef ENABLE_MOVEMENT
513 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
515 #pragma clang diagnostic push
516 #pragma clang diagnostic ignored "-Wchar-subscripts"
529 #pragma clang diagnostic pop
531 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
533 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
538 /* if (curMode == Blendshapes) { */
539 /* float xSpeed = 0, ySpeed = 0, zSpeed = 0; */
540 /* #pragma clang diagnostic push */
541 /* #pragma clang diagnostic ignored "-Wchar-subscripts" */
542 /* if (keyStates['w']) */
544 /* if (keyStates['s']) */
545 /* zSpeed = -0.1f; */
546 /* if (keyStates['a']) */
548 /* if (keyStates['d']) */
549 /* xSpeed = -0.1f; */
550 /* if (keyStates['q']) */
552 /* if (keyStates['e']) */
553 /* ySpeed = -0.1f; */
554 /* #pragma clang diagnostic pop */
556 /* if (playBlendshapeAnim) { */
557 /* stepBlendshapeAnim(&bsModel); */
558 /* needToInterpolateBlendshapes = true; */
559 /* std::vector<float> newWeights(bsModel.blendshapes.size()); */
560 /* for (int i = 0; i < bsModel.blendshapes.size(); i++) */
561 /* newWeights[i] = bsModel.blendshapes[i].weight; */
562 /* updateWeights(&controlWindow, newWeights); */
565 /* if (curManipulator.first != -1 && curManipulator.second != -1) { */
566 /* manipulators[curManipulator].x += xSpeed; */
567 /* manipulators[curManipulator].y += ySpeed; */
568 /* manipulators[curManipulator].z += zSpeed; */
571 /* if (needToInterpolateBlendshapes) { */
572 /* interpolateBlendshapes(&bsModel); */
573 /* needToInterpolateBlendshapes = false; */
576 /* if (needToCalculateClosestVertex) { */
577 /* GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr); */
578 /* glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]); */
579 /* glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi */
584 /* closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos); */
585 /* needToCalculateClosestVertex = false; */
590 glutTimerFunc(16, timer, 0);
593 int prevMouseX, prevMouseY;
594 bool firstMouse = true;
596 void motion(int x, int y) {
602 float dx = x - prevMouseX, dy = y - prevMouseY;
603 prevMouseX = x; prevMouseY = y;
605 curMode->motion(x, y, dx, dy);
608 void passiveMotion(int x, int y) {
614 mouseX = x; mouseY = y;
615 int dx = x - prevMouseX, dy = y - prevMouseY;
618 #ifdef ENABLE_MOVEMENT
619 const float sensitivity = 0.005f;
620 yaw += dx * sensitivity;
621 pitch -= dy * sensitivity;
624 front.x = cos(pitch) * cos(yaw);
625 front.y = sin(pitch);
626 front.z = cos(pitch) * sin(yaw);
627 camFront = glm::normalize(front);
629 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
630 camUp = glm::vec3(0, -1, 0);
632 camUp = glm::vec3(0, 1, 0);
636 curMode->passiveMotion(x, y, dx, dy);
639 void mouse(int button, int state, int x, int y) {
640 curMode->mouse(button, state, x, y);
642 #ifdef ENABLE_MOVEMENT
643 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
648 void reshape(int newWidth, int newHeight) {
649 windowWidth = newWidth, windowHeight = newHeight;
652 int main(int argc, char** argv) {
653 glutInit(&argc, argv);
654 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
655 glutInitWindowSize(windowWidth, windowHeight);
656 glutCreateWindow("Physically Based Rendering");
657 glutDisplayFunc(display);
658 glutReshapeFunc(reshape);
664 curMode = new AnimationMode("movieAssets/scene.glb");
666 glutKeyboardFunc(keyboard);
667 glutKeyboardUpFunc(keyboardUp);
668 glutTimerFunc(16, timer, 0);
669 glutMotionFunc(motion);
670 glutPassiveMotionFunc(passiveMotion);
671 glutMouseFunc(mouse);