Vertex picking
[opengl.git] / main.cpp
index c65e8d249e74f101f31f3ee3b2db817fb609304f..9a49d4cf1526c4c32ec419d300f4a1a1532241cf 100644 (file)
--- 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);
@@ -168,44 +179,24 @@ void display() {
        glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
        glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
 
-       glm::vec3 targetPos(sin(d) * 2 - 2, 2, 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);
-       inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), targetPos);
-
-       /* std::array<glm::vec3, 3> jointPositions; std::array<float, 2> jointDistances; */
-
-       /* std::array<std::string, 3> jointNames = { "Bottom Bone", "Middle Bone", "Top Bone" }; */
-       /* for (int i = 0; i < 3; i++) { */
-       /*      glm::mat4 trans; */
-       /*      findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), &trans); */
-       /*      jointPositions[i] = glm::vec3(trans[3]); */
-
-       /*      if (i > 0) */
-       /*              jointDistances[i - 1] = glm::distance(jointPositions[i], jointPositions[i - 1]); */
-       /* } */
-
-       /* glm::vec3 targetPos(sin(d * 10.f), cos(d * 10.f), 0); */
-       /* auto newPositions = fabrik(targetPos, jointPositions, jointDistances); */
+               inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
 
-       /* for (int i = 0; i < 3; i++) { */
-       /*      glm::mat4 absTrans(1); */
-       /*      findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), */
-       /*                      &absTrans); */
-       /*      glm::mat4 newAbsTrans = absTrans; */
-       /*      newAbsTrans[3] = glm::vec4(newPositions[i], newAbsTrans[3][3]); */
-
-       /*      auto node = sceneModel->getRoot()->ai.FindNode(jointNames[i].c_str()); */
-
-       /*      auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */
-
-       /*      node->mTransformation = mat4ToaiMatrix(newTrans); */
-       /* } */
-       /* 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}); */
+               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
@@ -254,7 +245,7 @@ void init() {
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
 
-       const std::string scenePath = "models/ik.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;
@@ -295,7 +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};
@@ -312,7 +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
@@ -373,11 +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) {
@@ -400,6 +400,7 @@ int main(int argc, char** argv) {
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);
        glutMotionFunc(motion);
+       glutPassiveMotionFunc(motion);
        glutMouseFunc(mouse);
 
        glutMainLoop();