X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=776b3d6e283eac14f54b0c086da5d090e79800e5;hp=15599b078cd64aa72465777a7dbf71659fb84005;hb=d2a4cfcd292f5bc422a025d43855e5f4f21fb161;hpb=dbd855720a9af7d6e599ddc50bbbb0dee85458a5 diff --git a/main.cpp b/main.cpp index 15599b0..776b3d6 100644 --- a/main.cpp +++ b/main.cpp @@ -3,6 +3,7 @@ #include #include #include +#include #ifdef __APPLE__ #include #else @@ -21,6 +22,9 @@ #include "skybox.hpp" #include "image.hpp" #include "util.hpp" +#include "ik.hpp" +#include "blendshapes.hpp" +#include "ui.h" #pragma clang diagnostic ignored "-Wdeprecated-declarations" @@ -40,32 +44,38 @@ 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; +Model *targetModel; // The model that the selection is happening on +glm::vec3 closestVertex; +std::vector manipulators; +Blendshapes blendshapes; +float *blendshapeWeights; + struct Light { - glm::vec3 pos; + glm::mat4 trans; glm::vec3 color; }; -std::vector lights = { - { glm::vec3(5, 2, -5), glm::vec3(1) }, - { glm::vec3(0, 2, -5), glm::vec3(1) }, - { glm::vec3(-5, 2, -5), glm::vec3(1) }, -}; - -int activeLight = 0; +std::vector lights; bool discoLights = false; int windowWidth = 800, windowHeight = 600; +enum Mode { + Default, + Blendshapes +}; +Mode curMode; + 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); } @@ -93,21 +103,55 @@ 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::translate(glm::mat4(1.f), light.pos); - model = glm::scale(model, 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 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 highlightVertex() { + drawBox(glm::translate(glm::mat4(1), closestVertex), {1, 1, 0.5}); +} void display() { glClearColor(0.5, 0.5, 0.5, 1); @@ -122,45 +166,67 @@ void display() { glUseProgram(pbrProg->progId); setProjectionAndViewUniforms(pbrProg->progId); - glm::vec3 lightPositions[6], lightColors[6]; - for (int i = 0; i < 3; i++) { - lightPositions[i] = lights[i].pos; + size_t numLights = lights.size() + (discoLights ? 3 : 0); + glm::vec3 lightPositions[numLights], lightColors[numLights]; + for (int i = 0; i < lights.size(); i++) { + lightPositions[i] = glm::vec3(lights[i].trans[3]); lightColors[i] = lights[i].color; } - for (int i = 3; i < 6; i++) { if (discoLights) { + for (int i = numLights - 3; i < numLights; i++) { auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0)); m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0)); m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0)); m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1)); lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1)); lightColors[i] = glm::vec3(0.2); - if (i == 3) lightColors[i].x = sin(d); - if (i == 4) lightColors[i].y = cos(d * 3); - if (i == 5) lightColors[i].z = cos(d); - } else { - lightPositions[i] = glm::vec3(0); - lightColors[i] = glm::vec3(0); + if (i % 3 == 0) lightColors[i].x = sin(d); + if (i % 3 == 1) lightColors[i].y = cos(d * 3); + if (i % 3 == 2) lightColors[i].z = cos(d); } } - glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0])); - glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0])); + glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights); + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0])); + glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[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->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}); */ + if (curMode == Default) sceneModel->draw(skyboxes[activeSkybox], d * 1000); - for (Light &light: lights) drawLight(light); + if (curMode == Blendshapes) { + highlightVertex(); - if (discoLights) { - for (int i = 3; i < 6; i++) { - Light l { lightPositions[i], lightColors[i] }; - drawLight(l); - } + for (auto v: manipulators) + drawBox(glm::translate(glm::mat4(1), v), {0.2, 1, 0}); + + blendshapes.model->draw(skyboxes[activeSkybox], d * 1000); } + for (Light &light: lights) drawLight(light); + + // TODO: restore + /* if (discoLights) { */ + /* for (int i = numLights - 3; i < numLights; i++) { */ + /* Light l = { lightPositions[i], lightColors[i] }; */ + /* drawLight(l); */ + /* } */ + /* } */ + skyboxes[activeSkybox].draw(projMat(), viewMat()); glutSwapBuffers(); @@ -182,19 +248,44 @@ void setupLightBuffers(GLuint progId) { 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; +void weightsChanged(int blendshape, float weight) { + blendshapeWeights[blendshape] = weight; + std::vector weights; + weights.assign(blendshapeWeights, blendshapeWeights + blendshapes.deltas.size()); + interpolateBlendshapes(&blendshapes, weights); } + +void loadBlendshapes() { + + // get all the obj files + std::vector blends; + const std::string modelDir = "models/high-res-blendshapes/"; + DIR *blendDir = opendir(modelDir.c_str()); + while (dirent *e = readdir(blendDir)) { + if (e->d_type & DT_DIR) continue; + const std::string name(e->d_name); + if (name == "neutral.obj") continue; + blends.push_back(name); } - return 1; + closedir(blendDir); + + std::vector blendFps; + for (auto blend: blends) blendFps.push_back(modelDir + blend); + createBlendshapes(blendFps, modelDir + "neutral.obj", *pbrProg, &blendshapes); + targetModel = blendshapes.model; + + size_t numBlends = blends.size(); + blendshapeWeights = new float[numBlends]; + for (int i = 0; i < numBlends; i++) blendshapeWeights[i] = 0; + const char *names[numBlends]; + for (int i = 0; i < numBlends; i++) names[i] = blends[i].c_str(); + createControlWindow(numBlends, names, weightsChanged); + + camPos = { 0, 22, 81 }; + camFront = { 0, 0, -1 }; + camUp = { 0, 1, 0 }; + zfar = 10000; + znear = 0.1f; } void init() { @@ -205,6 +296,7 @@ void init() { setupLightBuffers(plainProg->progId); plainProg->validate(); + skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr"))); skyboxes.push_back(Skybox(Image("skyboxes/wooden_lounge_8k.hdr"))); skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr"))); skyboxes.push_back(Skybox(Image("skyboxes/pink_sunrise_8k.hdr"))); @@ -212,22 +304,26 @@ void init() { pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl"); glUseProgram(pbrProg->progId); - const std::string scenePath = "models/ik.glb"; - const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs); + if (curMode == Default) { + const std::string scenePath = "models/cowedboy.glb"; + const aiScene *scene = importer.ReadFile( + scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | + aiProcess_GenNormals | aiProcess_FlipUVs); if (!scene) { std::cerr << importer.GetErrorString() << std::endl; exit(1); } if (scene->mNumCameras > 0) { - struct aiCamera *cam = scene->mCameras[0]; + aiCamera *cam = scene->mCameras[0]; glm::mat4 camTrans; if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0) abort(); // there must be a node with the same name as camera camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]}; - glm::vec3 camLookAt = glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z); + glm::vec3 camLookAt = + glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z); camFront = camLookAt - camPos; camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z); @@ -238,14 +334,29 @@ void init() { zfar = cam->mClipPlaneFar; } + for (int i = 0; i < scene->mNumLights; i++) { + aiLight *light = scene->mLights[i]; + glm::mat4 trans; + findNodeTrans(scene->mRootNode, light->mName, &trans); + glm::vec3 col = {light->mColorAmbient.r, light->mColorAmbient.g, + light->mColorAmbient.b}; + Light l = {trans, col}; + lights.push_back(l); + } + sceneModel = new Model(scene, *pbrProg); + } + + if (curMode == Blendshapes) { + loadBlendshapes(); + } glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); // 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}; @@ -254,8 +365,6 @@ void keyboard(unsigned char key, int x, int y) { keyStates[key] = true; if (key == 'z') activeSkybox = (activeSkybox + 1) % skyboxes.size(); - if (key == 'x') - activeLight = (activeLight + 1) % lights.size(); if (key == 'c') discoLights = !discoLights; } @@ -264,11 +373,16 @@ void keyboardUp(unsigned char key, int x, int y) { keyStates[key] = false; } -#define ENABLE_MOVEMENT +int mouseX, mouseY; +bool needToCalculateClosestVertex = false; +/* #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']) @@ -281,18 +395,25 @@ void timer(int _) { ySpeed = 0.1f; if (keyStates['e']) ySpeed = -0.1f; - - if (keyStates['j']) lights[activeLight].pos.z += 0.1f; - if (keyStates['k']) lights[activeLight].pos.z -= 0.1f; - if (keyStates['h']) lights[activeLight].pos.x -= 0.1f; - if (keyStates['l']) lights[activeLight].pos.x += 0.1f; - if (keyStates['m']) lights[activeLight].pos.y -= 0.1f; - if (keyStates['n']) lights[activeLight].pos.y += 0.1f; +#pragma clang diagnostic pop camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw); camPos.y += ySpeed; camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw); #endif + + if (needToCalculateClosestVertex) { + GLint vpArr[4]; glGetIntegerv(GL_VIEWPORT, vpArr); + glm::vec4 viewport(vpArr[0], vpArr[1], vpArr[2], vpArr[3]); + glm::vec3 selectedPos = glm::unProject(glm::vec3(mouseX * 2, viewport[3] - mouseY * 2, 1), // hidpi + viewMat(), + projMat(), + viewport); + + closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos).first; + needToCalculateClosestVertex = false; + } + glutPostRedisplay(); glutTimerFunc(16, timer, 0); } @@ -328,11 +449,20 @@ void motion(int x, int y) { camUp = glm::vec3(0, 1, 0); } #endif + + mouseX = x; mouseY = y; + needToCalculateClosestVertex = true; + } void mouse(int button, int state, int x, int y) { + if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) + manipulators.push_back(closestVertex); + +#ifdef ENABLE_MOVEMENT if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) firstMouse = true; +#endif } void reshape(int newWidth, int newHeight) { @@ -349,12 +479,15 @@ int main(int argc, char** argv) { glewInit(); + // TODO: parse argv + curMode = Blendshapes; init(); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0); glutMotionFunc(motion); + glutPassiveMotionFunc(motion); glutMouseFunc(mouse); glutMainLoop();