#include "skybox.hpp"
#include "image.hpp"
#include "util.hpp"
+#include "ik.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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 0;
+ }
+ for (int i = 0; i < n->mNumChildren; i++) {
+ if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
+ glm::mat4 t = aiMatrixToMat4(n->mTransformation);
+ *dest = t * *dest;
+ return 0;
+ }
+ }
+ return 1;
+}
+
+glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
+ aiNode *parent = node;
+ glm::mat4 res = m;
+ std::vector<glm::mat4> trans;
+ while (parent != nullptr) {
+ /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
+ trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
+ parent = parent->mParent;
+ }
+ while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
+ 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);
glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
- /* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */
- /* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */
+#ifdef COWEDBOY_IK
+ {
+ glm::vec3 targetPos(sin(d) * 2 + 3, -2, 1);
+ Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} };
+ drawLight(targetLight);
+ inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
+
+ targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 };
+ targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5} };
+ drawLight(targetLight);
+ inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos);
+ }
+#endif
+
sceneModel->draw(skyboxes[activeSkybox], d * 1000);
+ pickVertex();
+
for (Light &light: lights) drawLight(light);
// TODO: restore
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
-int findNodeTrans(struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
- if (strcmp(n->mName.data, name.data) == 0) {
- *dest = aiMatrixToMat4(n->mTransformation);
- return 0;
- }
- for (int i = 0; i < n->mNumChildren; i++) {
- if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
- glm::mat4 t = aiMatrixToMat4(n->mTransformation);
- *dest = t * *dest;
- return 0;
- }
- }
- return 1;
-}
void init() {
initUtilProg();
pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
glUseProgram(pbrProg->progId);
- const std::string scenePath = "models/newtonsCradle.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
float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
+
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
if (keyStates['w'])
zSpeed = 0.1f;
if (keyStates['s'])
ySpeed = 0.1f;
if (keyStates['e'])
ySpeed = -0.1f;
+#pragma clang diagnostic pop
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
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();