X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=efc7f222b9db70856e362cf50b15549b5d5c4d27;hp=2e01fc098fb408e172e8a46f25176d678855edc2;hb=610bb8ddab4ec871cadfed0a0b66695b8fea41a4;hpb=3f58e3a13899a1b28ee7be6c0bf835670957aa6a diff --git a/model.cpp b/model.cpp index 2e01fc0..efc7f22 100644 --- a/model.cpp +++ b/model.cpp @@ -1,8 +1,17 @@ #include "model.hpp" #include #include +#include #include +glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) { + glm::mat4 to; + for (int i = 0; i < 4; i++) + for (int j = 0; j < 4; j++) + to[i][j] = from[j][i]; + return to; +} + Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { std::vector vertices, normals, tangents, bitangents; @@ -17,15 +26,7 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { aiVector3D v = aiMesh->mNormals[i]; normals.push_back(glm::vec3(v.x, v.y, v.z)); } else { - normals.push_back(glm::vec3(0)); - } - if (aiMesh->HasTangentsAndBitangents()) { - aiVector3D t = aiMesh->mTangents[i]; - tangents.push_back(glm::vec3(t.x, t.y, t.z)); - aiVector3D b = aiMesh->mBitangents[i]; - bitangents.push_back(glm::vec3(b.x, b.y, b.z)); - } else { - std::cerr << "Missing tangents: make sure blender has UV maps" << std::endl; + std::cerr << "Missing normals" << std::endl; exit(1); } // check for texture coord set 0 @@ -57,7 +58,7 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { GLuint vbos[6]; glGenBuffers(6, vbos); GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3]; - GLuint tangentVbo = vbos[4], bitangentVbo = vbos[5]; + GLuint boneVbo = vbos[4]; GLuint posLoc = glGetAttribLocation(progId, "pos"); glBindBuffer(GL_ARRAY_BUFFER, vertexVbo); @@ -77,71 +78,229 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { glEnableVertexAttribArray(texCoordLoc); glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0); - GLuint tangentLoc = glGetAttribLocation(progId, "tangent"); - glBindBuffer(GL_ARRAY_BUFFER, tangentVbo); - glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW); - glEnableVertexAttribArray(tangentLoc); - glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); - - GLuint bitangentLoc = glGetAttribLocation(progId, "bitangent"); - glBindBuffer(GL_ARRAY_BUFFER, bitangentVbo); - glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW); - glEnableVertexAttribArray(bitangentLoc); - glVertexAttribPointer(bitangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVbo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW); + + // bones + std::vector vertBones(aiMesh->mNumVertices); + + std::map>> boneWeightMap; + + for (unsigned int i = 0; i < aiMesh->mNumBones; i++) { + aiBone *aiBone = aiMesh->mBones[i]; + + boneMap[std::string(aiBone->mName.C_Str())] = std::pair(i + 1, aiMatrixToMat4(aiBone->mOffsetMatrix)); + + for (int j = 0; j < aiBone->mNumWeights; j++) { + aiVertexWeight vw = aiBone->mWeights[j]; + + if (!boneWeightMap.count(vw.mVertexId)) boneWeightMap[vw.mVertexId] = std::vector>(); + boneWeightMap[vw.mVertexId].push_back(std::pair(i + 1, vw.mWeight)); + } + } + + for (auto pair: boneWeightMap) { + unsigned int vertexId = pair.first; + for (int i = 0; i < pair.second.size() && i < 4; i++) { + unsigned int boneId = pair.second[i].first; + float weight = pair.second[i].second; + vertBones[vertexId].ids[i] = boneId; + vertBones[vertexId].weights[i] = weight; + } + } + + glBindBuffer(GL_ARRAY_BUFFER, boneVbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(VertBones) * vertBones.size(), &vertBones[0], GL_STATIC_DRAW); + + GLuint boneIdLoc = glGetAttribLocation(progId, "boneIds"); + glEnableVertexAttribArray(boneIdLoc); + glVertexAttribIPointer(boneIdLoc, 4, GL_INT, sizeof(VertBones), 0); + + GLuint boneWeightLoc = glGetAttribLocation(progId, "boneWeights"); + glEnableVertexAttribArray(boneWeightLoc); + glVertexAttribPointer(boneWeightLoc, 4, GL_FLOAT, GL_FALSE, sizeof(VertBones), (const GLvoid *)sizeof(VertBones::ids)); } -Model::Node::Node(const aiNode &node, GLuint progId): ai(node), progId(progId) { +Model::Node::Node(const aiNode &node, GLuint progId, AnimMap *am): ai(node), progId(progId), animMap(am) { for (int i = 0; i < node.mNumMeshes; i++) { meshIndices.push_back(node.mMeshes[i]); } for (int i = 0; i < node.mNumChildren; i++) { const aiNode *child = node.mChildren[i]; - children.push_back(new Node(*child, progId)); + children.push_back(new Node(*child, progId, am)); } } -glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) { - glm::mat4 to; - for (int i = 0; i < 4; i++) - for (int j = 0; j < 4; j++) - to[i][j] = from[j][i]; - return to; +glm::mat4 lerpPosition(const aiNodeAnim *anim, const float tick) { + if (anim->mNumPositionKeys == 0) return glm::mat4(1.f); + + int yIndex = -1; + for (int i = 0; i < anim->mNumPositionKeys; i++) { + aiVectorKey vk = anim->mPositionKeys[i]; + if (vk.mTime > tick) { + yIndex = i; + break; + } + } + aiVector3D lerpPos; + if (yIndex == 0) { + lerpPos = anim->mPositionKeys[0].mValue; + } else if (yIndex == -1) { + lerpPos = anim->mPositionKeys[anim->mNumPositionKeys - 1].mValue; + } else { + auto X = anim->mPositionKeys[yIndex - 1]; + auto Y = anim->mPositionKeys[yIndex]; + + lerpPos = (X.mValue * (float)(Y.mTime - tick) + Y.mValue * (float)(tick - X.mTime)) / (float)(Y.mTime - X.mTime); + } + aiMatrix4x4 result; + aiMatrix4x4::Translation(lerpPos, result); + return aiMatrixToMat4(result); +} + +glm::mat4 lerpRotation(const aiNodeAnim *anim, const float tick) { + int yIndex = -1; + for (int i = 0; i < anim->mNumRotationKeys; i++) { + aiQuatKey vk = anim->mRotationKeys[i]; + if (vk.mTime > tick) { + yIndex = i; + break; + } + } + + aiQuaternion result; + if (yIndex < 1) { + result = anim->mRotationKeys[0].mValue; + } else if (yIndex == -1) { + result = anim->mRotationKeys[anim->mNumRotationKeys - 1].mValue; + } else { + + auto X = anim->mRotationKeys[yIndex - 1]; + auto Y = anim->mRotationKeys[yIndex]; + + float mix = (tick - X.mTime) / (Y.mTime - X.mTime); + + aiQuaternion::Interpolate(result, X.mValue, Y.mValue, mix); + + } + return aiMatrixToMat4(aiMatrix4x4(result.GetMatrix())); +} + +glm::mat4 lerpScaling(const aiNodeAnim *anim, const float tick) { + int yIndex = -1; + for (int i = 0; i < anim->mNumScalingKeys; i++) { + aiVectorKey vk = anim->mScalingKeys[i]; + if (vk.mTime > tick) { + yIndex = i; + break; + } + } + + aiVector3D lerpPos; + if (yIndex < 1) { + lerpPos = anim->mScalingKeys[0].mValue; + } else { + auto X = anim->mScalingKeys[yIndex - 1]; + auto Y = anim->mScalingKeys[yIndex]; + + lerpPos = (X.mValue * (float)(Y.mTime - tick) + Y.mValue * (float)(tick - X.mTime)) / (float)(Y.mTime - X.mTime); + } + aiMatrix4x4 result; + aiMatrix4x4::Scaling(lerpPos, result); + return aiMatrixToMat4(result); } void Model::Node::draw( const std::vector &meshes, const std::vector &materials, const Skybox skybox, - glm::mat4 parentTrans = glm::mat4(1)) const { + const float tick, + glm::mat4 parentTrans = glm::mat4(1), + BoneTransforms boneTransforms = BoneTransforms()) const { GLuint modelLoc = glGetUniformLocation(progId, "model"); - glm::mat4 m = parentTrans * aiMatrixToMat4(ai.mTransformation) * model; + + glm::mat4 animTrans(1.f); + if (animMap->count(std::string(ai.mName.C_Str()))) { + for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) { + float t = fmod(tick, anim.duration); + for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { + animTrans *= lerpPosition(nodeAnim, t); + animTrans *= lerpRotation(nodeAnim, t); + animTrans *= lerpScaling(nodeAnim, t); + } + } + } + + + glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; + + for (auto child: children) { + boneTransforms[std::string(ai.mName.C_Str())] = m; + } for (unsigned int i: meshIndices) { const Mesh &mesh = meshes[i]; glBindVertexArray(mesh.vao); + // bones + std::vector idBones(17, glm::mat4(1.f)); + glUniformMatrix4fv(glGetUniformLocation(progId, "bones"), 17, GL_FALSE, glm::value_ptr(idBones[0])); + + for (std::pair> pair: mesh.boneMap) { + + std::string nodeName = pair.first; + unsigned int boneId = pair.second.first; + glm::mat4 boneOffset = pair.second.second; + + glm::mat4 boneTrans(1.f); + if (boneTransforms.count(nodeName)) { + std::cerr << "got bone transform from map" << std::endl; + boneTrans = boneTransforms[nodeName]; + } + for (const Animation anim: animMap->at(nodeName)) { + float t = fmod(tick, anim.duration); + for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { + boneTrans = boneTrans * lerpPosition(nodeAnim, t); + boneTrans = boneTrans * lerpRotation(nodeAnim, t); + boneTrans = boneTrans * lerpScaling(nodeAnim, t); + } + } + + boneTrans = boneTrans * glm::inverse(boneOffset); + + + std::string boneLocStr = "bones[" + std::to_string(boneId) + "]"; + GLuint boneLoc = glGetUniformLocation(progId, boneLocStr.c_str()); + glUniformMatrix4fv(boneLoc, 1, GL_FALSE, glm::value_ptr(boneTrans)); + } + Material material = materials[mesh.materialIndex]; material.bind(); - glUniform1i(glGetUniformLocation(progId, "skybox"), 5); + glUniform1i(glGetUniformLocation(progId, "irradianceMap"), 4); + glActiveTexture(GL_TEXTURE4); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox.getIrradianceMap()); + + glUniform1i(glGetUniformLocation(progId, "prefilterMap"), 5); glActiveTexture(GL_TEXTURE5); - glBindTexture(GL_TEXTURE_CUBE_MAP, skybox.getTexture()); + glBindTexture(GL_TEXTURE_CUBE_MAP, skybox.getPrefilterMap()); + + glUniform1i(glGetUniformLocation(progId, "brdfMap"), 6); + glActiveTexture(GL_TEXTURE6); + glBindTexture(GL_TEXTURE_2D, skybox.getBRDFMap()); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(m)); glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0); } - for (Node *child: children) child->draw(meshes, materials, skybox, m); + for (Node *child: children) child->draw(meshes, materials, skybox, tick, m, boneTransforms); } -Model::Model(const std::string &path, Program p, Skybox s): program(p), skybox(s) { +Model::Model(const std::string &path, Program p): program(p) { glUseProgram(p.progId); const aiScene *scene = importer.ReadFile(path, - aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals); + aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs); if (!scene) { std::cerr << importer.GetErrorString() << std::endl; exit(1); @@ -152,22 +311,69 @@ Model::Model(const std::string &path, Program p, Skybox s): program(p), skybox(s meshes.push_back(Mesh(mesh, p.progId)); } - for (unsigned int i = 0; i < scene->mNumMaterials; i++) { + // TODO: handle default material inserted at the end by assimp + for (unsigned int i = 0; i < scene->mNumMaterials - 1; i++) { const aiMaterial &material = *scene->mMaterials[i]; materials.push_back(Material(material, p.progId)); } - root = new Node(*(scene->mRootNode), p.progId); + AnimMap *animMap = new AnimMap(); + for (int i = 0; i < scene->mNumAnimations; i++) { + const aiAnimation *aiAnim = scene->mAnimations[i]; + + std::map> nodeAnims; + + for (int j = 0; j < aiAnim->mNumChannels; j++) { + const aiNodeAnim *nodeAnim = aiAnim->mChannels[j]; + std::string nodeName = std::string(nodeAnim->mNodeName.C_Str()); + + if (!nodeAnims.count(nodeName)) nodeAnims[nodeName] = std::vector(); + + nodeAnims[nodeName].push_back(nodeAnim); + } + + for (std::pair> pair: nodeAnims) { + std::string nodeName = pair.first; + + if (!animMap->count(nodeName)) (*animMap)[nodeName] = std::vector(); + (*animMap)[nodeName].push_back({ aiAnim->mDuration, pair.second }); + } + } + + root = new Node(*(scene->mRootNode), p.progId, animMap); } -void Model::draw() const { +void Model::calcBoneTransforms(aiNode &node, glm::mat4 parentTrans = glm::mat4(1), BoneTransforms boneTrans = BoneTransforms()) { + glm::mat4 animTrans(1.f); + if (animMap->count(std::string(ai.mName.C_Str()))) { + for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) { + float t = fmod(tick, anim.duration); + for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { + animTrans *= lerpPosition(nodeAnim, t); + animTrans *= lerpRotation(nodeAnim, t); + animTrans *= lerpScaling(nodeAnim, t); + } + } + } + + + glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; +} + +void Model::draw(Skybox skybox, const float tick) const { glUseProgram(program.progId); - root->draw(meshes, materials, skybox); - program.validate(); + + + + root->draw(meshes, materials, skybox, tick); } Model::Node* Model::find(const std::string &name) { - const aiNode *node = root->ai.FindNode(aiString(name)); + return find(aiString(name)); +} + +Model::Node* Model::find(const aiString name) { + const aiNode *node = root->ai.FindNode(name); Model::Node* res = root->findNode(*node); return res; }