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();