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"
29 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
33 GLuint lightVao, cursorVao;
34 GLuint cursorNumIndices;
36 Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg;
38 std::vector<Skybox> skyboxes;
41 Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
42 /* Model *sceneModel; */
44 glm::vec3 camPos = {0, 0, -5}, camFront = {0, 0, 1}, camUp = {0, 1, 0};
45 float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
46 float yaw = 1.57, pitch = 0;
48 Model *targetModel; // The model that the selection is happening on
49 Model::VertexLookup closestVertex;
50 // How close a vertex needs to be to the cursor before it is "over"
51 const float closestVertexThreshold = 0.5;
53 std::map<VertIdx, glm::vec3> manipulators;
54 VertIdx curManipulator = {-1,-1};
56 BlendshapeModel bsModel;
57 bool playBlendshapeAnim = false;
64 std::vector<Light> lights;
66 bool discoLights = false;
68 int windowWidth = 800, windowHeight = 600;
70 return (float)windowWidth / (float)windowHeight;
73 inline glm::mat4 projMat() {
74 return glm::perspective(fov, aspect(), znear, zfar);
77 inline glm::mat4 viewMat() {
78 return glm::lookAt(camPos, camPos + camFront, camUp);
81 void setProjectionAndViewUniforms(GLuint progId) {
82 GLuint projLoc = glGetUniformLocation(progId, "projection");
83 glm::mat4 proj = projMat();
84 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
86 GLuint viewLoc = glGetUniformLocation(progId, "view");
87 glm::mat4 view = viewMat();
88 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
90 GLuint camPosLoc = glGetUniformLocation(progId, "camPos");
91 glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos));
94 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
95 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
96 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
98 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
99 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
101 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
102 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
105 void drawPlainProg(Program *p, GLuint vao, glm::mat4 trans, glm::vec3 color) {
106 glUseProgram(p->progId);
107 glBindVertexArray(vao);
108 setProjectionAndViewUniforms(p->progId);
109 glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
110 GLuint modelLoc = glGetUniformLocation(p->progId, "model");
111 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
113 GLuint colorLoc = glGetUniformLocation(p->progId, "color");
114 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
116 glDrawArrays(GL_TRIANGLES, 0, 36);
119 void drawLight(Light &light) {
120 drawPlainProg(plainProg, lightVao, light.trans, light.color);
123 int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
124 if (strcmp(n->mName.data, name.data) == 0) {
125 *dest = aiMatrixToMat4(n->mTransformation);
128 for (int i = 0; i < n->mNumChildren; i++) {
129 if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
130 glm::mat4 t = aiMatrixToMat4(n->mTransformation);
138 glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
139 aiNode *parent = node;
141 std::vector<glm::mat4> trans;
142 while (parent != nullptr) {
143 /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
144 trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
145 parent = parent->mParent;
147 while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
151 bool keyStates[256] = {false};
153 void keyboard(unsigned char key, int x, int y) {
154 keyStates[key] = true;
156 activeSkybox = (activeSkybox + 1) % skyboxes.size();
158 discoLights = !discoLights;
161 void keyboardUp(unsigned char key, int x, int y) {
162 keyStates[key] = false;
168 virtual void display(float d) = 0;
169 virtual void timer() = 0;
170 virtual void motion(int x, int y, int dx, int dy) = 0;
171 virtual void passiveMotion(int x, int y, int dx, int dy) = 0;
172 virtual void mouse(int button, int state, int x, int y) = 0;
175 struct AnimationMode : public Mode {
178 AnimationMode(std::string modelPath) {
179 const aiScene *scene = importer.ReadFile(
180 modelPath, aiProcess_Triangulate | aiProcess_CalcTangentSpace |
181 aiProcess_GenNormals | aiProcess_FlipUVs);
183 std::cerr << importer.GetErrorString() << std::endl;
187 if (scene->mNumCameras > 0) {
188 aiCamera *cam = scene->mCameras[0];
190 if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0)
191 abort(); // there must be a node with the same name as camera
193 camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]};
195 glm::vec3 camLookAt =
196 glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z);
197 camFront = camLookAt - camPos;
199 camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z);
201 fov = cam->mHorizontalFOV;
202 // TODO: aspectRatio = cam->mAspect;
203 znear = cam->mClipPlaneNear;
204 zfar = cam->mClipPlaneFar;
207 for (int i = 0; i < scene->mNumLights; i++) {
208 aiLight *light = scene->mLights[i];
210 findNodeTrans(scene->mRootNode, light->mName, &trans);
211 glm::vec3 col = {light->mColorAmbient.r, light->mColorAmbient.g,
212 light->mColorAmbient.b};
213 Light l = {trans, col};
217 sceneModel = new Model(scene, *pbrProg);
220 void display(float d) override {
221 sceneModel->draw(skyboxes[activeSkybox], d * 1000);
224 void timer() override {};
225 void motion(int x, int y, int dx, int dy) override {}
226 void passiveMotion(int x, int y, int dx, int dy) override {}
227 void mouse(int button, int state, int x, int y) override {}
231 // TODO: move these inside
232 bool needToCalculateClosestVertex = false;
233 bool needToInterpolateBlendshapes = false;
234 struct BlendshapeMode : public Mode {
236 class Delegate : public ControlWindowDelegate {
239 virtual void weightChanged(int blendshape, float weight) override {
240 bsModel.blendshapes[blendshape].weight = weight;
241 needToInterpolateBlendshapes = true;
244 virtual void solveWeights(std::vector<float> &newWeights) override {
245 ::solveWeights(&bsModel, manipulators);
246 for (int i = 0; i < newWeights.size(); i++)
247 newWeights[i] = bsModel.blendshapes[i].weight;
248 needToInterpolateBlendshapes = true;
251 virtual void resetManipulators() override {
252 manipulators.clear();
253 curManipulator = { -1, -1 };
256 virtual void playbackChanged(bool playing) override {
257 playBlendshapeAnim = playing;
262 ControlWindow controlWindow;
264 BlendshapeMode(std::string directory) {
265 loadBlendshapes(directory, *pbrProg, &bsModel);
266 targetModel = bsModel.model;
268 size_t numBlends = bsModel.blendshapes.size();
269 std::vector<std::string> names(numBlends);
270 for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name;
272 controlWindow = createControlWindow(names, &cwDelegate);
274 camPos = { 0, 18, 81 };
275 camFront = { 0, 0, -1 };
281 void drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) {
282 glUseProgram(cursorProg->progId);
283 glBindVertexArray(cursorVao);
284 setProjectionAndViewUniforms(cursorProg->progId);
285 glm::mat4 model = glm::scale(glm::translate(glm::mat4(1), pos), glm::vec3(scale * 0.4));
286 GLuint modelLoc = glGetUniformLocation(cursorProg->progId, "model");
287 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
289 GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color");
290 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
292 glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0);
295 void display(float d) override {
296 if (closestVertex.distance < closestVertexThreshold)
297 drawCursor(closestVertex.pos, {0.5,0,1}, 0.9);
299 for (auto v: manipulators) {
300 glm::vec3 color = { 0.4, 1, 0 };
301 if (closestVertex.meshIdx == v.first.first &&
302 closestVertex.vertIdx == v.first.second)
304 drawCursor(v.second, color);
306 glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
307 drawCursor(origVertex, {0,0,1}, 0.7);
310 bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
313 void timer() override {
314 float xSpeed = 0, ySpeed = 0, zSpeed = 0;
315 #pragma clang diagnostic push
316 #pragma clang diagnostic ignored "-Wchar-subscripts"
329 #pragma clang diagnostic pop
331 if (playBlendshapeAnim) {
332 stepBlendshapeAnim(&bsModel);
333 needToInterpolateBlendshapes = true;
334 std::vector<float> newWeights(bsModel.blendshapes.size());
335 for (int i = 0; i < bsModel.blendshapes.size(); i++)
336 newWeights[i] = bsModel.blendshapes[i].weight;
337 updateWeights(&controlWindow, newWeights);
340 if (curManipulator.first != -1 && curManipulator.second != -1) {
341 manipulators[curManipulator].x += xSpeed;
342 manipulators[curManipulator].y += ySpeed;
343 manipulators[curManipulator].z += zSpeed;
346 if (needToInterpolateBlendshapes) {
347 interpolateBlendshapes(&bsModel);
348 needToInterpolateBlendshapes = false;
351 if (needToCalculateClosestVertex) {
352 GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr);
353 glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]);
354 glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi
359 closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos);
360 needToCalculateClosestVertex = false;
365 void motion(int x, int y, int dx, int dy) override {
366 if (closestVertex.distance > closestVertexThreshold) {
367 const glm::vec3 origin(0,18,0);
368 const float sensitivity = 0.003f;
369 auto camMat = glm::translate(glm::mat4(1), origin + camPos);
370 auto rotation = glm::rotate(glm::rotate(glm::mat4(1), -dx * sensitivity, {0, 1, 0}),
371 -dy * sensitivity, {1, 0, 0});
372 auto rotAroundOrig = camMat * rotation * glm::translate(glm::mat4(1), origin - camPos);
373 camPos = rotAroundOrig * glm::vec4(camPos, 0);
374 camFront = origin - camPos; // face center
376 needToCalculateClosestVertex = true;
379 void passiveMotion(int x, int y, int dx, int dy) override {
380 needToCalculateClosestVertex = true;
383 void mouse(int button, int state, int x, int y) override {
384 if (isPanelFocused(controlWindow))
387 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
388 if (closestVertex.distance < closestVertexThreshold) {
389 VertIdx idx = { closestVertex.meshIdx, closestVertex.vertIdx };
390 if (manipulators.count(idx) <= 0)
391 manipulators[idx] = closestVertex.pos;
392 curManipulator = idx;
402 glClearColor(0.5, 0.5, 0.5, 1);
403 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
404 glViewport(0, 0, windowWidth * 2, windowHeight * 2);
406 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
408 glUseProgram(getUtilProg()->progId);
409 setProjectionAndViewUniforms(getUtilProg()->progId);
411 glUseProgram(pbrProg->progId);
412 setProjectionAndViewUniforms(pbrProg->progId);
414 size_t numLights = lights.size() + (discoLights ? 3 : 0);
415 glm::vec3 lightPositions[numLights], lightColors[numLights];
416 for (int i = 0; i < lights.size(); i++) {
417 lightPositions[i] = glm::vec3(lights[i].trans[3]);
418 lightColors[i] = lights[i].color;
422 for (int i = numLights - 3; i < numLights; i++) {
423 auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
424 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
425 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
426 m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
427 lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
428 lightColors[i] = glm::vec3(0.2);
429 if (i % 3 == 0) lightColors[i].x = sin(d);
430 if (i % 3 == 1) lightColors[i].y = cos(d * 3);
431 if (i % 3 == 2) lightColors[i].z = cos(d);
435 glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights);
436 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
437 glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
441 glm::vec3 targetPos(sin(d) * 2 + 3, -2, 1);
442 Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} };
443 drawLight(targetLight);
444 inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
446 targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 };
447 targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5} };
448 drawLight(targetLight);
449 inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos);
455 for (Light &light: lights) drawLight(light);
458 /* if (discoLights) { */
459 /* for (int i = numLights - 3; i < numLights; i++) { */
460 /* Light l = { lightPositions[i], lightColors[i] }; */
465 skyboxes[activeSkybox].draw(projMat(), viewMat());
470 void setupPlainBuffers(GLuint progId, std::vector<glm::vec3> vertices) {
471 GLuint verticesSize = vertices.size() * sizeof(glm::vec3);
473 glGenVertexArrays(1, &lightVao);
475 glBindVertexArray(lightVao);
476 glGenBuffers(1, &vbo);
477 glBindBuffer(GL_ARRAY_BUFFER, vbo);
478 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
479 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
480 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
481 glEnableVertexAttribArray(posLoc);
482 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
485 GLuint setupBuffersWithIndices(GLuint progId, GLuint vao,
486 std::vector<glm::vec3> vertices,
487 std::vector<GLuint> indices) {
489 glBindVertexArray(vao);
490 glGenBuffers(2, vbos);
492 int verticesSize = vertices.size() * sizeof(glm::vec3);
494 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
495 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
496 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize,
497 glm::value_ptr(vertices[0]));
499 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
500 glEnableVertexAttribArray(posLoc);
501 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
504 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos[1]);
505 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
507 return indices.size();
514 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
515 glUseProgram(plainProg->progId);
516 setupPlainBuffers(plainProg->progId, cube());
517 plainProg->validate();
519 cursorProg = new Program("plainvertex.glsl", "plainfrag.glsl");
520 glUseProgram(cursorProg->progId);
521 glGenVertexArrays(1, &cursorVao);
522 cursorNumIndices = setupBuffersWithIndices(cursorProg->progId, cursorVao, sphere(), sphereIndices());
523 cursorProg->validate();
525 skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr")));
526 skyboxes.push_back(Skybox(Image("skyboxes/wooden_lounge_8k.hdr")));
527 skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr")));
528 skyboxes.push_back(Skybox(Image("skyboxes/pink_sunrise_8k.hdr")));
530 pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
531 glUseProgram(pbrProg->progId);
533 /* if (curMode == Default) { */
534 /* const std::string scenePath = "models/cowedboy.glb"; */
535 /* const aiScene *scene = importer.ReadFile( */
536 /* scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | */
537 /* aiProcess_GenNormals | aiProcess_FlipUVs); */
539 /* std::cerr << importer.GetErrorString() << std::endl; */
543 /* if (scene->mNumCameras > 0) { */
544 /* aiCamera *cam = scene->mCameras[0]; */
545 /* glm::mat4 camTrans; */
546 /* if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0) */
547 /* abort(); // there must be a node with the same name as camera */
549 /* camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]}; */
551 /* glm::vec3 camLookAt = */
552 /* glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z); */
553 /* camFront = camLookAt - camPos; */
555 /* camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z); */
557 /* fov = cam->mHorizontalFOV; */
558 /* // TODO: aspectRatio = cam->mAspect; */
559 /* znear = cam->mClipPlaneNear; */
560 /* zfar = cam->mClipPlaneFar; */
563 /* for (int i = 0; i < scene->mNumLights; i++) { */
564 /* aiLight *light = scene->mLights[i]; */
565 /* glm::mat4 trans; */
566 /* findNodeTrans(scene->mRootNode, light->mName, &trans); */
567 /* glm::vec3 col = {light->mColorAmbient.r, light->mColorAmbient.g, */
568 /* light->mColorAmbient.b}; */
569 /* Light l = {trans, col}; */
570 /* lights.push_back(l); */
573 /* sceneModel = new Model(scene, *pbrProg); */
576 /* if (curMode == Blendshapes) { */
577 /* loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel); */
578 /* targetModel = bsModel.model; */
580 /* size_t numBlends = bsModel.blendshapes.size(); */
581 /* std::vector<std::string> names(numBlends); */
582 /* for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name; */
583 /* controlWindow = createControlWindow(names, &cwDelegate); */
585 /* camPos = { 0, 18, 81 }; */
586 /* camFront = { 0, 0, -1 }; */
587 /* camUp = { 0, 1, 0 }; */
592 glEnable(GL_DEPTH_TEST);
593 glEnable(GL_CULL_FACE);
594 // prevent edge artifacts in specular cubemaps
595 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
597 glViewport(0, 0, windowWidth * 2, windowHeight * 2);
601 /* #define ENABLE_MOVEMENT */
603 #ifdef ENABLE_MOVEMENT
604 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
606 #pragma clang diagnostic push
607 #pragma clang diagnostic ignored "-Wchar-subscripts"
620 #pragma clang diagnostic pop
622 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
624 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
629 /* if (curMode == Blendshapes) { */
630 /* float xSpeed = 0, ySpeed = 0, zSpeed = 0; */
631 /* #pragma clang diagnostic push */
632 /* #pragma clang diagnostic ignored "-Wchar-subscripts" */
633 /* if (keyStates['w']) */
635 /* if (keyStates['s']) */
636 /* zSpeed = -0.1f; */
637 /* if (keyStates['a']) */
639 /* if (keyStates['d']) */
640 /* xSpeed = -0.1f; */
641 /* if (keyStates['q']) */
643 /* if (keyStates['e']) */
644 /* ySpeed = -0.1f; */
645 /* #pragma clang diagnostic pop */
647 /* if (playBlendshapeAnim) { */
648 /* stepBlendshapeAnim(&bsModel); */
649 /* needToInterpolateBlendshapes = true; */
650 /* std::vector<float> newWeights(bsModel.blendshapes.size()); */
651 /* for (int i = 0; i < bsModel.blendshapes.size(); i++) */
652 /* newWeights[i] = bsModel.blendshapes[i].weight; */
653 /* updateWeights(&controlWindow, newWeights); */
656 /* if (curManipulator.first != -1 && curManipulator.second != -1) { */
657 /* manipulators[curManipulator].x += xSpeed; */
658 /* manipulators[curManipulator].y += ySpeed; */
659 /* manipulators[curManipulator].z += zSpeed; */
662 /* if (needToInterpolateBlendshapes) { */
663 /* interpolateBlendshapes(&bsModel); */
664 /* needToInterpolateBlendshapes = false; */
667 /* if (needToCalculateClosestVertex) { */
668 /* GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr); */
669 /* glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]); */
670 /* glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi */
675 /* closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos); */
676 /* needToCalculateClosestVertex = false; */
681 glutTimerFunc(16, timer, 0);
684 int prevMouseX, prevMouseY;
685 bool firstMouse = true;
687 void motion(int x, int y) {
693 float dx = x - prevMouseX, dy = y - prevMouseY;
694 prevMouseX = x; prevMouseY = y;
696 curMode->motion(x, y, dx, dy);
699 void passiveMotion(int x, int y) {
705 mouseX = x; mouseY = y;
706 int dx = x - prevMouseX, dy = y - prevMouseY;
709 #ifdef ENABLE_MOVEMENT
710 const float sensitivity = 0.005f;
711 yaw += dx * sensitivity;
712 pitch -= dy * sensitivity;
715 front.x = cos(pitch) * cos(yaw);
716 front.y = sin(pitch);
717 front.z = cos(pitch) * sin(yaw);
718 camFront = glm::normalize(front);
720 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
721 camUp = glm::vec3(0, -1, 0);
723 camUp = glm::vec3(0, 1, 0);
727 curMode->passiveMotion(x, y, dx, dy);
730 void mouse(int button, int state, int x, int y) {
731 curMode->mouse(button, state, x, y);
733 #ifdef ENABLE_MOVEMENT
734 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
739 void reshape(int newWidth, int newHeight) {
740 windowWidth = newWidth, windowHeight = newHeight;
743 int main(int argc, char** argv) {
744 glutInit(&argc, argv);
745 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
746 glutInitWindowSize(windowWidth, windowHeight);
747 glutCreateWindow("Physically Based Rendering");
748 glutDisplayFunc(display);
749 glutReshapeFunc(reshape);
755 curMode = new AnimationMode("movieAssets/scene.glb");
757 glutKeyboardFunc(keyboard);
758 glutKeyboardUpFunc(keyboardUp);
759 glutTimerFunc(16, timer, 0);
760 glutMotionFunc(motion);
761 glutPassiveMotionFunc(passiveMotion);
762 glutMouseFunc(mouse);