X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=776b3d6e283eac14f54b0c086da5d090e79800e5;hp=caaa2a308a507aec6985488c622b371fc12c05b4;hb=d2a4cfcd292f5bc422a025d43855e5f4f21fb161;hpb=a03f2bc751bbd7f91cbc2f52d2f0f6e753d6f776 diff --git a/main.cpp b/main.cpp index caaa2a3..776b3d6 100644 --- a/main.cpp +++ b/main.cpp @@ -3,6 +3,7 @@ #include #include #include +#include #ifdef __APPLE__ #include #else @@ -13,10 +14,17 @@ #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" @@ -25,38 +33,49 @@ using namespace std; GLuint lightVao; Program *textureProg, *plainProg, *reflectProg, *pbrProg; -Skybox *skybox; -Model *chest, *mirrorCube, *pbr; -GLuint albedoMap, metallicMap, roughnessMap, normalMap, aoMap; -glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.f); -glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f); -glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f); +std::vector skyboxes; +int activeSkybox = 0; + +Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears! +Model *sceneModel; + +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; -bool doScale, doRotate, doTranslate; + +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(0, 0, 3), glm::vec3(1) }, - { glm::vec3(0, 3, 0), glm::vec3(1) }, - { glm::vec3(3, 0, 0), glm::vec3(1) }, - { glm::vec3(3, 0, 0), glm::vec3(1) } -}; +std::vector lights; + +bool discoLights = false; -int activeLight = 0; +int windowWidth = 800, windowHeight = 600; -const int WIDTH = 800, HEIGHT = 600; -const float ASPECT = (float)WIDTH / (float)HEIGHT; +enum Mode { + Default, + Blendshapes +}; +Mode curMode; + +float aspect() { + return (float)windowWidth / (float)windowHeight; +} -glm::mat4 projMat() { - return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f); +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); } @@ -84,92 +103,131 @@ 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); +} -void display() { - glClearColor(0.5, 0.5, 0.5, 1); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - - /* glm::vec4 lightColor(1, 1, 1, 1); */ - - /* drawLight(d, lightPos, lightColor); */ - - /* glUseProgram(textureProg->progId); */ - /* setProjectionAndViewUniforms(textureProg->progId); */ - /* setLightColorAndPos(textureProg->progId, lightPos, lightColor); */ - - /* Model::Node *top = chest->find("top"); */ - /* top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); */ - /* top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); */ - /* top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); */ +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; +} - /* Model::Node *jewels = chest->find("jewels"); */ - /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */ +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; +} - /* Model::Node *lock = chest->find("lock"); */ - /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */ - /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */ - /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */ +void highlightVertex() { + drawBox(glm::translate(glm::mat4(1), closestVertex), {1, 1, 0.5}); +} - /* Model::Node *key = chest->find("key"); */ - /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */ +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); - /* chest->draw(); */ + float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - /* mirrorCube->draw(); */ + glUseProgram(getUtilProg()->progId); + setProjectionAndViewUniforms(getUtilProg()->progId); glUseProgram(pbrProg->progId); setProjectionAndViewUniforms(pbrProg->progId); - glm::vec3 lightPositions[4], lightColors[4]; - for (int i = 0; i < 4; 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; } - glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0])); - glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0])); - - glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, albedoMap); + 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); + } + } - glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, normalMap); + 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 - glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, metallicMap); + if (curMode == Default) + sceneModel->draw(skyboxes[activeSkybox], d * 1000); - glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3); - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, roughnessMap); + if (curMode == Blendshapes) { + highlightVertex(); - glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 3); - glActiveTexture(GL_TEXTURE4); - glBindTexture(GL_TEXTURE_2D, aoMap); + for (auto v: manipulators) + drawBox(glm::translate(glm::mat4(1), v), {0.2, 1, 0}); - pbr->draw(); + blendshapes.model->draw(skyboxes[activeSkybox], d * 1000); + } for (Light &light: lights) drawLight(light); - skybox->draw(projMat(), viewMat()); + // 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(); } @@ -190,60 +248,141 @@ void setupLightBuffers(GLuint progId) { glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } -GLuint loadTexture(const std::string &path) { - Image img(path); - GLuint texId; - glGenTextures(1, &texId); - glBindTexture(GL_TEXTURE_2D, texId); - glTexImage2D(GL_TEXTURE_2D, 0, img.format(), img.width(), img.height(), 0, img.format(), GL_UNSIGNED_BYTE, img.data()); - glGenerateMipmap(GL_TEXTURE_2D); - return texId; +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); + } + 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() { + initUtilProg(); + plainProg = new Program("plainvertex.glsl", "plainfrag.glsl"); glUseProgram(plainProg->progId); setupLightBuffers(plainProg->progId); plainProg->validate(); - skybox = new Skybox(Image("models/loftSkybox/Newport_Loft_Ref.hdr")); - - /* textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); */ - /* chest = new Model("models/chest.dae", *textureProg, *skybox); */ - /* mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox); */ + 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); - pbr = new Model("models/sphere.dae", *pbrProg, *skybox); - albedoMap = loadTexture("models/darktiles/darktiles1_basecolor.png"); - metallicMap = loadTexture("models/darktiles/darktiles1_metallic.png"); - normalMap = loadTexture("models/darktiles/darktiles1_normal.png"); - roughnessMap = loadTexture("models/darktiles/darktiles1_roughness.png"); - aoMap = loadTexture("models/darktiles/darktiles1_AO.png"); + 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) { + 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); + camFront = camLookAt - camPos; + + camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z); + + 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); + } + + 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']) @@ -256,17 +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); } @@ -275,6 +422,7 @@ int prevMouseX, prevMouseY; bool firstMouse = true; void motion(int x, int y) { +#ifdef ENABLE_MOVEMENT if (firstMouse) { prevMouseX = x; prevMouseY = y; @@ -300,28 +448,46 @@ void motion(int x, int y) { } 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(WIDTH, HEIGHT); - 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();