X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=776b3d6e283eac14f54b0c086da5d090e79800e5;hp=4cc4280be0180f5f44d86e7c426a99c8a7d2d771;hb=d2a4cfcd292f5bc422a025d43855e5f4f21fb161;hpb=f26de7de42a3d0a52365de79f528fcea808e2bca diff --git a/main.cpp b/main.cpp index 4cc4280..776b3d6 100644 --- a/main.cpp +++ b/main.cpp @@ -1,230 +1,388 @@ #include #include #include -#include -#include #include #include +#include #ifdef __APPLE__ #include #else #include #endif #include +#include "shapes.hpp" #include #include #include +#include +#include +#include +#include "model.hpp" +#include "program.hpp" +#include "skybox.hpp" +#include "image.hpp" +#include "util.hpp" +#include "ik.hpp" +#include "blendshapes.hpp" +#include "ui.h" #pragma clang diagnostic ignored "-Wdeprecated-declarations" using namespace std; -GLuint* vaos; -GLuint progId; -glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f); -glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f); -glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f); -float yaw = 1.57, pitch = 0; -bool doScale, doRotate, doTranslate; +GLuint lightVao; -void display() { - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - glUseProgram(progId); - glBindVertexArray(vaos[0]); - for (int i = 0; i < 100; i++) { +Program *textureProg, *plainProg, *reflectProg, *pbrProg; - GLuint projId = glGetUniformLocation(progId, "projection"); - glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f); - glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj)); +std::vector skyboxes; +int activeSkybox = 0; - GLuint viewId = glGetUniformLocation(progId, "view"); - glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp); - glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view)); +Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears! +Model *sceneModel; - GLuint modelId = glGetUniformLocation(progId, "model"); - glm::mat4 model = glm::mat4(1.f); +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; - float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - model = glm::translate(model, glm::vec3(sin(i * 30) * 10, cos(i * 30) * 10, i * 2)); +Model *targetModel; // The model that the selection is happening on +glm::vec3 closestVertex; +std::vector manipulators; +Blendshapes blendshapes; +float *blendshapeWeights; - if (doRotate) { - model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f)); - model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f)); - } +struct Light { + glm::mat4 trans; + glm::vec3 color; +}; - if (doScale) - model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f)); +std::vector lights; - if (doTranslate) - model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4)))); +bool discoLights = false; +int windowWidth = 800, windowHeight = 600; - glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model)); +enum Mode { + Default, + Blendshapes +}; +Mode curMode; - glDrawArrays(GL_TRIANGLES, 0, 12); +float aspect() { + return (float)windowWidth / (float)windowHeight; } - glutSwapBuffers(); + +inline glm::mat4 projMat() { + return glm::perspective(fov, aspect(), znear, zfar); } -void attachShader(GLuint progId, const char* filePath, GLenum type) { - GLuint shader = glCreateShader(type); +inline glm::mat4 viewMat() { + return glm::lookAt(camPos, camPos + camFront, camUp); +} - if (!shader) { - fprintf(stderr, "error creating shader\n"); - exit(1); +void setProjectionAndViewUniforms(GLuint progId) { + GLuint projLoc = glGetUniformLocation(progId, "projection"); + glm::mat4 proj = projMat(); + glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj)); + + GLuint viewLoc = glGetUniformLocation(progId, "view"); + glm::mat4 view = viewMat(); + glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); + + GLuint camPosLoc = glGetUniformLocation(progId, "camPos"); + glUniform3fv(camPosLoc, 1, glm::value_ptr(camPos)); } - ifstream file(filePath); - stringstream buffer; - buffer << file.rdbuf(); - string str = buffer.str(); - const char* contents = str.c_str(); - - glShaderSource(shader, 1, (const GLchar**)&contents, NULL); - glCompileShader(shader); - GLint success; - glGetShaderiv(shader, GL_COMPILE_STATUS, &success); - if (!success) { - GLchar log[1024]; - glGetShaderInfoLog(shader, 1024, NULL, log); - fprintf(stderr, "error: %s\n", log); - exit(1); +void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) { + GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor"); + glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor)); + + GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos"); + glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); + + GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos"); + glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); } - glAttachShader(progId, shader); + +void drawBox(glm::mat4 trans, glm::vec3 color) { + glUseProgram(plainProg->progId); + glBindVertexArray(lightVao); + setProjectionAndViewUniforms(plainProg->progId); + 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(color)); + + glDrawArrays(GL_TRIANGLES, 0, 36); } -GLuint compileShaders(char* vertexShader, char* fragmentShader) { - GLuint progId = glCreateProgram(); +void drawLight(Light &light) { + drawBox(light.trans, light.color); +} - attachShader(progId, vertexShader, GL_VERTEX_SHADER); - attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER); +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; +} - glLinkProgram(progId); - GLint success = 0; - glGetProgramiv(progId, GL_LINK_STATUS, &success); - if (!success) { - GLchar log[1024]; - glGetProgramInfoLog(progId, sizeof(log), NULL, log); - fprintf(stderr, "error linking: %s\n", log); - exit(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; } - return progId; +void highlightVertex() { + drawBox(glm::translate(glm::mat4(1), closestVertex), {1, 1, 0.5}); } -#define BUFFER_OFFSET(i) ((char *)NULL + (i)) +void display() { + glClearColor(0.5, 0.5, 0.5, 1); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glViewport(0, 0, windowWidth * 2, windowHeight * 2); -GLuint setupBuffers(GLfloat* vertices, GLuint progId) { + float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - GLfloat colors[] = { - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + glUseProgram(getUtilProg()->progId); + setProjectionAndViewUniforms(getUtilProg()->progId); - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + glUseProgram(pbrProg->progId); + setProjectionAndViewUniforms(pbrProg->progId); - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1, + 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; + } - 0, 1, 0, 1, - 1, 0, 0, 1, - 0, 0, 1, 1 - }; + 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 == 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); + } + } - GLuint numVerts = 12; + 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 - GLuint vbo; - glGenBuffers(1, &vbo); + if (curMode == Default) + sceneModel->draw(skyboxes[activeSkybox], d * 1000); - GLuint vao; - glGenVertexArrays(1, &vao); + if (curMode == Blendshapes) { + highlightVertex(); - GLuint posId = glGetAttribLocation(progId, "vPosition"); - GLuint colorId = glGetAttribLocation(progId, "vColor"); + for (auto v: manipulators) + drawBox(glm::translate(glm::mat4(1), v), {0.2, 1, 0}); - GLuint vertsLen = numVerts * 3 * sizeof(GLfloat); - GLuint colorsLen = numVerts * 4 * sizeof(GLfloat); + blendshapes.model->draw(skyboxes[activeSkybox], d * 1000); + } - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW); + for (Light &light: lights) drawLight(light); - glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices); - glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors); + // TODO: restore + /* if (discoLights) { */ + /* for (int i = numLights - 3; i < numLights; i++) { */ + /* Light l = { lightPositions[i], lightColors[i] }; */ + /* drawLight(l); */ + /* } */ + /* } */ - glBindVertexArray(vao); - glEnableVertexAttribArray(posId); - glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0); + skyboxes[activeSkybox].draw(projMat(), viewMat()); + + glutSwapBuffers(); +} - glEnableVertexAttribArray(colorId); - glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVerts * 3 * sizeof(GLfloat))); +void setupLightBuffers(GLuint progId) { + auto vertices = cube(); + GLuint verticesSize = 36 * 3 * sizeof(GLfloat); - return vao; + glGenVertexArrays(1, &lightVao); + GLuint vbo; + glBindVertexArray(lightVao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0])); + GLuint posLoc = glGetAttribLocation(progId, "vPosition"); + glEnableVertexAttribArray(posLoc); + glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } -void validateProgram(GLuint progId) { - glValidateProgram(progId); +void weightsChanged(int blendshape, float weight) { + blendshapeWeights[blendshape] = weight; + std::vector weights; + weights.assign(blendshapeWeights, blendshapeWeights + blendshapes.deltas.size()); + interpolateBlendshapes(&blendshapes, weights); +} - GLint success; - glGetProgramiv(progId, GL_VALIDATE_STATUS, &success); - if (!success) { - GLchar log[1024]; - glGetProgramInfoLog(progId, sizeof(log), NULL, log); - fprintf(stderr, "error: %s\n", log); - exit(1); +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); } + 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() { - GLfloat vertices[9*4] = { - -1.0f, -1.0f, -1.0f, - 1.0f, -1.0f, -1.0f, - 0.0f, 1.0f, 0.0f, + initUtilProg(); + + plainProg = new Program("plainvertex.glsl", "plainfrag.glsl"); + glUseProgram(plainProg->progId); + 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"))); + + pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl"); + glUseProgram(pbrProg->progId); + + 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); + } - -1.0f, -1.0f, 1.0f, - 1.0f, -1.0f, 1.0f, - 0.0f, 1.0f, 0.0f, + if (scene->mNumCameras > 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 - -1.0f, -1.0f, -1.0f, - -1.0f, -1.0f, 1.0f, - 0.0f, 1.0f, 0.0f, + camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]}; - 1.0f, -1.0f, -1.0f, - 1.0f, -1.0f, 1.0f, - 0.0f, 1.0f, 0.0f + 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); - vaos = new GLuint[2]; + fov = cam->mHorizontalFOV; + // TODO: aspectRatio = cam->mAspect; + znear = cam->mClipPlaneNear; + 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); + } - progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl"); - glUseProgram(progId); - vaos[0] = setupBuffers(vertices, progId); - validateProgram(progId); + 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 * 2, windowHeight * 2); } -bool* keyStates = new bool[256]; +bool keyStates[256] = {false}; void keyboard(unsigned char key, int x, int y) { keyStates[key] = true; if (key == 'z') - doScale = !doScale; - if (key == 'x') - doRotate = !doRotate; + activeSkybox = (activeSkybox + 1) % skyboxes.size(); if (key == 'c') - doTranslate = !doTranslate; + discoLights = !discoLights; } void keyboardUp(unsigned char key, int x, int y) { keyStates[key] = false; } +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']) @@ -237,10 +395,25 @@ void timer(int _) { ySpeed = 0.1f; if (keyStates['e']) ySpeed = -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); } @@ -249,6 +422,7 @@ int prevMouseX, prevMouseY; bool firstMouse = true; void motion(int x, int y) { +#ifdef ENABLE_MOVEMENT if (firstMouse) { prevMouseX = x; prevMouseY = y; @@ -268,28 +442,52 @@ void motion(int x, int y) { front.y = sin(pitch); front.z = cos(pitch) * sin(yaw); camFront = glm::normalize(front); + + if (pitch < -1.57079632679 || pitch >= 1.57079632679) { + camUp = glm::vec3(0, -1, 0); + } else { + 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) { + windowWidth = newWidth, windowHeight = newHeight; } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE); - glutInitWindowSize(800, 600); - int win = glutCreateWindow("Hello Triangle"); + glutInitWindowSize(windowWidth, windowHeight); + glutCreateWindow("Physically Based Rendering"); glutDisplayFunc(display); + glutReshapeFunc(reshape); glewInit(); + // TODO: parse argv + curMode = Blendshapes; init(); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0); glutMotionFunc(motion); + glutPassiveMotionFunc(motion); glutMouseFunc(mouse); glutMainLoop();