CXX_FLAGS := -g --std=c++17 -Wall
-bin/main: model.o material.o image.o skybox.o program.o main.o
+bin/main: model.o material.o image.o skybox.o program.o main.o util.o
clang++ $(CXX_FLAGS) $^ \
-I/usr/local/include -L/usr/local/lib \
-lassimp \
#include "program.hpp"
#include "skybox.hpp"
#include "image.hpp"
+#include "util.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+ glUseProgram(getUtilProg()->progId);
+ setProjectionAndViewUniforms(getUtilProg()->progId);
+
glUseProgram(pbrProg->progId);
setProjectionAndViewUniforms(pbrProg->progId);
glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
- /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+ /* 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}); */
sceneModel->draw(skyboxes[activeSkybox], d * 1000);
for (Light &light: lights) drawLight(light);
}
void init() {
+ initUtilProg();
+
plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
glUseProgram(plainProg->progId);
setupLightBuffers(plainProg->progId);
keyStates[key] = false;
}
+#define ENABLE_MOVEMENT
+
void timer(int _) {
+#ifdef ENABLE_MOVEMENT
float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
if (keyStates['w'])
zSpeed = 0.1f;
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
+#endif
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
bool firstMouse = true;
void motion(int x, int y) {
+#ifdef ENABLE_MOVEMENT
if (firstMouse) {
prevMouseX = x;
prevMouseY = y;
} else {
camUp = glm::vec3(0, 1, 0);
}
+#endif
}
void mouse(int button, int state, int x, int y) {
void Material::bind() const {
if (ambientOcclusion != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "material.albedoMap"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, albedo->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasAlbedo"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasAlbedo"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
}
if (normal != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasNormal"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasNormal"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
}
if (metallicRoughness != nullptr) {
glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasMetallicRoughness"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasMetallicRoughness"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
}
if (ambientOcclusion != nullptr) {
glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasAo"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasAo"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
}
}
#include <iostream>
#include <assimp/quaternion.h>
#include <glm/gtc/type_ptr.hpp>
+#include "util.hpp"
Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
normals.push_back(glm::vec3(v.x, v.y, v.z));
} else {
std::cerr << "Missing normals" << std::endl;
- exit(1);
+ abort();
}
// check for texture coord set 0
if (aiMesh->HasTextureCoords(0)) {
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));
+ boneMap[std::string(aiBone->mName.C_Str())] = std::pair(i + 1, aiBone);
for (int j = 0; j < aiBone->mNumWeights; j++) {
aiVertexWeight vw = aiBone->mWeights[j];
- if (!boneWeightMap.count(vw.mVertexId)) boneWeightMap[vw.mVertexId] = std::vector<std::pair<unsigned int, float>>();
+ if (!boneWeightMap.count(vw.mVertexId))
+ boneWeightMap[vw.mVertexId] = std::vector<std::pair<unsigned int, float>>();
boneWeightMap[vw.mVertexId].push_back(std::pair(i + 1, vw.mWeight));
}
}
return aiMatrixToMat4(result);
}
-void Model::Node::draw( const std::vector<Mesh> &meshes,
- const std::vector<Material> &materials,
- const Skybox skybox,
- const float tick,
- glm::mat4 parentTrans = glm::mat4(1),
- BoneTransforms boneTransforms = BoneTransforms()) const {
-
- GLuint modelLoc = glGetUniformLocation(progId, "model");
-
- glm::mat4 animTrans(1.f);
+glm::mat4 Model::Node::totalTrans(const glm::mat4 parentTrans, const float tick) const {
+ glm::mat4 aiTrans = aiMatrixToMat4(ai.mTransformation);
if (animMap->count(std::string(ai.mName.C_Str()))) {
for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) {
+ // animations are *absolute*
+ // they replace aiNode.mTransformation!!
+ aiTrans = glm::mat4(1);
float t = fmod(tick, anim.duration);
for (const aiNodeAnim *nodeAnim: anim.nodeAnims) {
- animTrans *= lerpPosition(nodeAnim, t);
- animTrans *= lerpRotation(nodeAnim, t);
- animTrans *= lerpScaling(nodeAnim, t);
+ aiTrans *= lerpPosition(nodeAnim, t);
+ aiTrans *= lerpRotation(nodeAnim, t);
+ aiTrans *= lerpScaling(nodeAnim, t);
+ }
}
}
+
+ glm::mat4 m = parentTrans * aiTrans * transform;
+ return m;
}
+void Model::Node::draw( const std::vector<Mesh> &meshes,
+ const std::vector<Material> &materials,
+ const Skybox skybox,
+ const float tick,
+ const BoneTransforms &boneTransforms,
+ glm::mat4 parentTrans = glm::mat4(1)) const {
- glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation);
+ GLuint modelLoc = glGetUniformLocation(progId, "model");
+ glm::mat4 m = totalTrans(parentTrans, tick);
- /* for (auto child: children) { */
- /* boneTransforms[std::string(ai.mName.C_Str())] = m; */
- /* } */
+#ifdef DEBUG_NODES
+ drawDebugNode(m);
+#endif
for (unsigned int i: meshIndices) {
const Mesh &mesh = meshes[i];
std::vector<glm::mat4> idBones(17, glm::mat4(1.f));
glUniformMatrix4fv(glGetUniformLocation(progId, "bones"), 17, GL_FALSE, glm::value_ptr(idBones[0]));
- for (std::pair<std::string, std::pair<unsigned int, glm::mat4>> pair: mesh.boneMap) {
-
- std::string nodeName = pair.first;
+ // bonemap: map from bone nodes to bone ids and aiBones
+ for (auto pair: mesh.boneMap) {
- if (animMap->count(nodeName) <= 0) break;
+ std::string boneName = pair.first;
unsigned int boneId = pair.second.first;
+ aiBone *bone = pair.second.second;
// This is actually an inverse-bind matrix
- // i.e. position of the mesh in bone space
+ // i.e. transforms bone space -> mesh space
// so no need to inverse again!
// https://github.com/assimp/assimp/pull/1803/files
- 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);
- }
- }
+ glm::mat4 boneOffset = aiMatrixToMat4(bone->mOffsetMatrix);
- boneTrans = boneTrans * boneOffset;
+ if (!boneTransforms.count(boneName)) abort();
+ glm::mat4 boneTrans = boneTransforms.at(boneName);
+ boneTrans = boneTrans * boneOffset;
std::string boneLocStr = "bones[" + std::to_string(boneId) + "]";
GLuint boneLoc = glGetUniformLocation(progId, boneLocStr.c_str());
glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0);
}
- for (Node *child: children) child->draw(meshes, materials, skybox, tick, m, boneTransforms);
+ for (Node *child: children) child->draw(meshes, materials, skybox, tick, boneTransforms, m);
+}
+
+void printMatrix4x4(aiMatrix4x4 m) {
+ fprintf(stderr, "%f, %f, %f, %f\n", m.a1, m.a2, m.a3, m.a4);
+ fprintf(stderr, "%f, %f, %f, %f\n", m.b1, m.b2, m.b3, m.b4);
+ fprintf(stderr, "%f, %f, %f, %f\n", m.c1, m.c2, m.c3, m.c4);
+ fprintf(stderr, "%f, %f, %f, %f\n", m.d1, m.d2, m.d3, m.d4);
+}
+
+void printHierarchy(aiNode *n, int indent = 0) {
+ for (int i = 0; i < indent; i++)
+ fprintf(stderr, "\t");
+ fprintf(stderr,"%s\n", n->mName.C_Str());
+ printMatrix4x4(n->mTransformation);
+ for (int i = 0; i < n->mNumChildren; i++)
+ printHierarchy(n->mChildren[i], indent + 1);
}
Model::Model(const aiScene *scene, Program p): program(p) {
meshes.push_back(Mesh(mesh, p.progId));
}
- // TODO: handle default material inserted at the end by assimp
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
const aiMaterial &material = *scene->mMaterials[i];
materials.push_back(Material(material, *scene, p.progId));
}
- AnimMap *animMap = new AnimMap();
for (int i = 0; i < scene->mNumAnimations; i++) {
const aiAnimation *aiAnim = scene->mAnimations[i];
for (std::pair<std::string, std::vector<const aiNodeAnim*>> pair: nodeAnims) {
std::string nodeName = pair.first;
- if (!animMap->count(nodeName)) (*animMap)[nodeName] = std::vector<const Animation>();
- (*animMap)[nodeName].push_back({ aiAnim->mDuration, pair.second });
+ if (!animMap.count(nodeName)) animMap[nodeName] = std::vector<const Animation>();
+ animMap[nodeName].push_back({ aiAnim->mDuration, pair.second });
}
}
- root = new Node(*(scene->mRootNode), p.progId, animMap);
+ root = new Node(*(scene->mRootNode), p.progId, &animMap);
}
-/* 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); */
-/* } */
-/* } */
-/* } */
+std::map<std::string, glm::mat4> Model::calcBoneTransforms(const Node &n, const float tick, const std::set<std::string> bones, const glm::mat4 parentTrans = glm::mat4(1)) const {
+ std::string name = std::string(n.ai.mName.C_Str());
-/* glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; */
-/* } */
+ glm::mat4 m = n.totalTrans(parentTrans, tick);
+
+ BoneTransforms res;
+ if (bones.count(name) > 0)
+ res[std::string(n.ai.mName.C_Str())] = m; // take part in hierarchy
+ else
+ m = glm::mat4(1); // ignore this node transformation
+ for (const auto child: n.getChildren())
+ res.merge(calcBoneTransforms(*child, tick, bones, m));
+ return res;
+}
void Model::draw(Skybox skybox, const float tick) const {
glUseProgram(program.progId);
+ std::set<std::string> bones;
+ for (auto m: this->meshes) {
+ for (auto b: m.boneMap) {
+ bones.insert(b.first);
+ }
+ }
+ auto boneTransforms = calcBoneTransforms(*root, tick, bones);
-
- root->draw(meshes, materials, skybox, tick);
+ root->draw(meshes, materials, skybox, tick, boneTransforms);
}
-Model::Node* Model::find(const std::string &name) {
+Model::Node* Model::find(const std::string &name) const {
return find(aiString(name));
}
-Model::Node* Model::find(const aiString name) {
+Model::Node* Model::find(const aiString name) const {
const aiNode *node = root->ai.FindNode(name);
Model::Node* res = root->findNode(*node);
return res;
#include <vector>
#include <map>
+#include <set>
#ifdef __APPLE__
#include <GL/glew.h>
#else
std::vector<const aiNodeAnim*> nodeAnims;
};
- typedef std::map<std::string, std::pair<unsigned int, glm::mat4>> BoneMap;
+ typedef std::map<std::string, std::pair<unsigned int, aiBone*>> BoneMap;
typedef std::map<std::string, std::vector<const Animation>> AnimMap;
typedef std::map<std::string, glm::mat4> BoneTransforms;
class Node {
public:
Node(const aiNode &aiNode, GLuint progId, AnimMap *animMap);
- void draw(const std::vector<Mesh> &meshes, const std::vector<Material> &materials, const Skybox s, const float tick, glm::mat4 parentModel, BoneTransforms boneTransforms) const;
+ void draw(const std::vector<Mesh> &meshes, const std::vector<Material> &materials, const Skybox s, const float tick, const BoneTransforms &boneTransforms, glm::mat4 parentModel) const;
const std::vector<Node*> &getChildren() const { return children; }
Node* findNode(const aiNode &aiNode);
const aiNode &ai;
+ // an extra transform
+ glm::mat4 transform = glm::mat4(1);
+
+ glm::mat4 totalTrans(const glm::mat4 parentTrans, const float tick) const;
+
private:
const GLuint progId;
};
Node* getRoot() { return root; }
- Node* find(const aiString name);
- Node* find(const std::string &name);
+ Node* find(const aiString name) const;
+ Node* find(const std::string &name) const;
private:
const Program program;
std::vector<Material> materials;
+ AnimMap animMap;
+
+ BoneTransforms calcBoneTransforms(const Node &n, const float tick, const std::set<std::string> bones, const glm::mat4 parentTrans) const;
void loadModel(const std::string &path);
};
boneTrans += bones[boneIds.z] * boneWeights.z;
boneTrans += bones[boneIds.w] * boneWeights.w;
- mat4 bonedModel = boneTrans * model;
+ mat4 bonedModel = model * boneTrans;
worldPos = vec3(bonedModel * vec4(pos, 1.f));
if (!success) {
GLchar log[1024];
glGetShaderInfoLog(shader, 1024, NULL, log);
- fprintf(stderr, "error: %s\n%s\n", filePath.c_str(), log);
+ fprintf(stderr, "Error compiling %s\n%s\n", filePath.c_str(), log);
exit(1);
}
glAttachShader(progId, shader);
if (!success) {
GLchar log[1024];
glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error: %s\n", log);
+ fprintf(stderr, "Error validating: %s\n", log);
exit(1);
}
}
return vertices;
}
+
+constexpr glm::vec3 pyramid[18] = {
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(1.0f, -1.0f, -1.0f),
+ glm::vec3(-1.0f, -1.0f, -1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(-1.0f, -1.0f, 1.0f),
+ glm::vec3(1.0f, -1.0f, 1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(-1.0f, -1.0f, -1.0f),
+ glm::vec3(-1.0f, -1.0f, 1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(1.0f, -1.0f, 1.0f),
+ glm::vec3(1.0f, -1.0f, -1.0f),
+
+ glm::vec3(1, -1, 1),
+ glm::vec3(-1, -1, 1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(1, -1, -1),
+ glm::vec3(1, -1, 1)
+};
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexId);
glDrawArrays(GL_TRIANGLES, 0, 36);
-
- if (glGetError()) exit(1);
}
template <std::size_t N>
--- /dev/null
+#include <GL/glew.h>
+#include <glm/ext.hpp>
+#include "shapes.hpp"
+#include "util.hpp"
+
+GLuint utilVao;
+Program *utilProg;
+
+Program *getUtilProg() { return utilProg; }
+
+void initUtilProg() {
+ utilProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+
+ glGenVertexArrays(1, &utilVao);
+ GLuint vbo;
+ glBindVertexArray(utilVao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(pyramid), pyramid, GL_STATIC_DRAW);
+ GLuint posLoc = glGetAttribLocation(utilProg->progId, "vPosition");
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+
+ if (glGetError()) abort();
+}
+
+void drawDebugNode(glm::mat4 model, glm::vec4 color) {
+ GLint prevProg; glGetIntegerv(GL_CURRENT_PROGRAM, &prevProg);
+
+ glUseProgram(utilProg->progId);
+
+ glDepthRange(0, 0.01);
+
+ glBindVertexArray(utilVao);
+ model = glm::scale(model, {0.1, 0.3, 0.1});
+ GLuint modelLoc = glGetUniformLocation(utilProg->progId, "model");
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+ GLuint colorLoc = glGetUniformLocation(utilProg->progId, "color");
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+
+ glDepthRange(0, 1.f);
+
+ glUseProgram(prevProg);
+}
--- /dev/null
+#include "program.hpp"
+#include <glm/ext.hpp>
+
+void initUtilProg();
+Program *getUtilProg();
+void drawDebugNode(glm::mat4 transform, glm::vec4 color = {1, 0.5, 1, 1});