X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=9a49d4cf1526c4c32ec419d300f4a1a1532241cf;hp=a579adfc63ffdb71e910f63840b1a4b625bd9711;hb=b472351f3c80cec8c7e9ec30cb4c113c947c0ff7;hpb=d26c67a51e58c3f70d1689e265e9bebe578b50ad diff --git a/main.cpp b/main.cpp index a579adf..9a49d4c 100644 --- 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); @@ -168,42 +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 * 1.f), 0, cos(d * 1.f)); - inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), targetPos); - - /* std::array jointPositions; std::array jointDistances; */ - - /* std::array 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); */ - - /* 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}); */ +#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 @@ -252,7 +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; @@ -293,7 +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}; @@ -310,7 +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 @@ -371,11 +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) { @@ -398,6 +400,7 @@ int main(int argc, char** argv) { glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0); glutMotionFunc(motion); + glutPassiveMotionFunc(motion); glutMouseFunc(mouse); glutMainLoop();