#include <iostream>
#include <array>
#include <vector>
+#include <dirent.h>
#ifdef __APPLE__
#include <GL/glew.h>
#else
#include "image.hpp"
#include "util.hpp"
#include "ik.hpp"
+#include "blendshapes.hpp"
+#include "ui.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint lightVao;
+GLuint lightVao, cursorVao;
+GLuint cursorNumIndices;
-Program *textureProg, *plainProg, *reflectProg, *pbrProg;
+Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg;
+
+ControlWindow controlWindow;
std::vector<Skybox> skyboxes;
int activeSkybox = 0;
float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
float yaw = 1.57, pitch = 0;
-glm::vec3 selectedPos;
+Model *targetModel; // The model that the selection is happening on
+Model::VertexLookup closestVertex;
+// How close a vertex needs to be to the cursor before it is "over"
+const float closestVertexThreshold = 0.5;
+
+std::map<VertIdx, glm::vec3> manipulators;
+VertIdx curManipulator = {-1,-1};
+
+BlendshapeModel bsModel;
+bool playBlendshapeAnim = false;
struct Light {
glm::mat4 trans;
int windowWidth = 800, windowHeight = 600;
+enum Mode {
+ Default,
+ Blendshapes
+};
+Mode curMode;
+
float aspect() {
return (float)windowWidth / (float)windowHeight;
}
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
-void drawBox(glm::mat4 trans, glm::vec3 color) {
- glUseProgram(plainProg->progId);
- glBindVertexArray(lightVao);
- setProjectionAndViewUniforms(plainProg->progId);
+void drawPlainProg(Program *p, GLuint vao, glm::mat4 trans, glm::vec3 color) {
+ glUseProgram(p->progId);
+ glBindVertexArray(vao);
+ setProjectionAndViewUniforms(p->progId);
glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
- GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
+ GLuint modelLoc = glGetUniformLocation(p->progId, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
+ GLuint colorLoc = glGetUniformLocation(p->progId, "color");
glUniform4fv(colorLoc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void drawLight(Light &light) {
- drawBox(light.trans, light.color);
+ drawPlainProg(plainProg, lightVao, light.trans, light.color);
}
int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
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 drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) {
+ glUseProgram(cursorProg->progId);
+ glBindVertexArray(cursorVao);
+ setProjectionAndViewUniforms(cursorProg->progId);
+ glm::mat4 model = glm::scale(glm::translate(glm::mat4(1), pos), glm::vec3(scale * 0.4));
+ GLuint modelLoc = glGetUniformLocation(cursorProg->progId, "model");
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+ GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color");
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+
+ glDrawElements(GL_TRIANGLES, cursorNumIndices, GL_UNSIGNED_INT, 0);
}
void display() {
}
#endif
+ if (curMode == Default)
sceneModel->draw(skyboxes[activeSkybox], d * 1000);
- pickVertex();
+ if (curMode == Blendshapes) {
+ if (closestVertex.distance < closestVertexThreshold)
+ drawCursor(closestVertex.pos, {0.5,0,1}, 0.9);
+
+ for (auto v: manipulators) {
+ glm::vec3 color = { 0.4, 1, 0 };
+ if (closestVertex.meshIdx == v.first.first &&
+ closestVertex.vertIdx == v.first.second)
+ color = {1, 0, 0};
+ drawCursor(v.second, color);
+
+ glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
+ drawCursor(origVertex, {0,0,1}, 0.7);
+ }
+
+ bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
+ }
for (Light &light: lights) drawLight(light);
glutSwapBuffers();
}
-void setupLightBuffers(GLuint progId) {
- auto vertices = cube();
- GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
+void setupPlainBuffers(GLuint progId, std::vector<glm::vec3> vertices) {
+ GLuint verticesSize = vertices.size() * sizeof(glm::vec3);
glGenVertexArrays(1, &lightVao);
GLuint vbo;
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
+GLuint setupBuffersWithIndices(GLuint progId, GLuint vao,
+ std::vector<glm::vec3> vertices,
+ std::vector<GLuint> indices) {
+ GLuint vbos[2];
+ glBindVertexArray(vao);
+ glGenBuffers(2, vbos);
+
+ int verticesSize = vertices.size() * sizeof(glm::vec3);
+ // positions
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
+ 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);
+
+ // indices
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos[1]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
+
+ return indices.size();
+}
+
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
+
+class Delegate : public ControlWindowDelegate {
+ public:
+
+ virtual void weightChanged(int blendshape, float weight) {
+ bsModel.blendshapes[blendshape].weight = weight;
+ needToInterpolateBlendshapes = true;
+ }
+
+ virtual void solveWeights(std::vector<float> &newWeights) {
+ ::solveWeights(&bsModel, manipulators);
+ for (int i = 0; i < newWeights.size(); i++)
+ newWeights[i] = bsModel.blendshapes[i].weight;
+ needToInterpolateBlendshapes = true;
+ }
+
+ virtual void resetManipulators() {
+ manipulators.clear();
+ curManipulator = { -1, -1 };
+ }
+
+ virtual void playbackChanged(bool playing) {
+ playBlendshapeAnim = playing;
+ }
+};
+
+Delegate cwDelegate;
+
void init() {
initUtilProg();
plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
glUseProgram(plainProg->progId);
- setupLightBuffers(plainProg->progId);
+ setupPlainBuffers(plainProg->progId, cube());
plainProg->validate();
+ cursorProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(cursorProg->progId);
+ glGenVertexArrays(1, &cursorVao);
+ cursorNumIndices = setupBuffersWithIndices(cursorProg->progId, cursorVao, sphere(), sphereIndices());
+ cursorProg->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")));
pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
glUseProgram(pbrProg->progId);
- const std::string scenePath = "models/blendshapeNeutral.glb";
- const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
+ 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);
camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]};
- glm::vec3 camLookAt = glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z);
+ 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);
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 };
+ 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("models/high-res-blendshapes/", *pbrProg, &bsModel);
+ targetModel = bsModel.model;
+
+ size_t numBlends = bsModel.blendshapes.size();
+ std::vector<std::string> names(numBlends);
+ for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name;
+ controlWindow = createControlWindow(names, &cwDelegate);
+
+ camPos = { 0, 18, 81 };
+ camFront = { 0, 0, -1 };
+ camUp = { 0, 1, 0 };
+ zfar = 10000;
+ znear = 0.1f;
+ }
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
keyStates[key] = false;
}
-/* #define ENABLE_MOVEMENT */
+int mouseX, mouseY;
+/* #define ENABLE_MOVEMENT */
void timer(int _) {
#ifdef ENABLE_MOVEMENT
float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
#endif
+
+ if (curMode == Blendshapes) {
+ float xSpeed = 0, ySpeed = 0, zSpeed = 0;
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
+ if (keyStates['w'])
+ zSpeed = 0.1f;
+ if (keyStates['s'])
+ zSpeed = -0.1f;
+ if (keyStates['a'])
+ xSpeed = 0.1f;
+ if (keyStates['d'])
+ xSpeed = -0.1f;
+ if (keyStates['q'])
+ ySpeed = 0.1f;
+ if (keyStates['e'])
+ ySpeed = -0.1f;
+#pragma clang diagnostic pop
+
+ if (playBlendshapeAnim) {
+ stepBlendshapeAnim(&bsModel);
+ needToInterpolateBlendshapes = true;
+ std::vector<float> newWeights(bsModel.blendshapes.size());
+ for (int i = 0; i < bsModel.blendshapes.size(); i++)
+ newWeights[i] = bsModel.blendshapes[i].weight;
+ updateWeights(&controlWindow, newWeights);
+ }
+
+ if (curManipulator.first != -1 && curManipulator.second != -1) {
+ manipulators[curManipulator].x += xSpeed;
+ manipulators[curManipulator].y += ySpeed;
+ manipulators[curManipulator].z += zSpeed;
+ }
+
+ if (needToInterpolateBlendshapes) {
+ interpolateBlendshapes(&bsModel);
+ needToInterpolateBlendshapes = false;
+ }
+
+ 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);
+ needToCalculateClosestVertex = false;
+ }
+ }
+
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
bool firstMouse = true;
void motion(int x, int y) {
-#ifdef ENABLE_MOVEMENT
if (firstMouse) {
prevMouseX = x;
prevMouseY = y;
firstMouse = false;
}
+ float dx = x - prevMouseX, dy = y - prevMouseY;
+ prevMouseX = x; prevMouseY = y;
+ if (curMode == Blendshapes) {
+ if (closestVertex.distance > closestVertexThreshold) {
+ const glm::vec3 origin(0,18,0);
+ const float sensitivity = 0.003f;
+ auto camMat = glm::translate(glm::mat4(1), origin + camPos);
+ auto rotation = glm::rotate(glm::rotate(glm::mat4(1), -dx * sensitivity, {0, 1, 0}),
+ -dy * sensitivity, {1, 0, 0});
+ auto rotAroundOrig = camMat * rotation * glm::translate(glm::mat4(1), origin - camPos);
+ camPos = rotAroundOrig * glm::vec4(camPos, 0);
+ camFront = origin - camPos; // face center
+ }
+ needToCalculateClosestVertex = true;
+ }
+}
+
+void passiveMotion(int x, int y) {
+ if (firstMouse) {
+ prevMouseX = x;
+ prevMouseY = y;
+ firstMouse = false;
+ }
+ mouseX = x; mouseY = y;
+ prevMouseX = x;
+ prevMouseY = y;
+#ifdef ENABLE_MOVEMENT
+
+
int dx = x - prevMouseX, dy = y - prevMouseY;
prevMouseX = x;
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);
+ if (curMode == Blendshapes)
+ needToCalculateClosestVertex = true;
}
void mouse(int button, int state, int x, int y) {
+ if (isPanelFocused(controlWindow))
+ return;
+
+ if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
+ if (closestVertex.distance < closestVertexThreshold) {
+ VertIdx idx = { closestVertex.meshIdx, closestVertex.vertIdx };
+ if (manipulators.count(idx) <= 0)
+ manipulators[idx] = closestVertex.pos;
+ curManipulator = idx;
+ }
+ }
+
#ifdef ENABLE_MOVEMENT
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
firstMouse = true;
glewInit();
+ // TODO: parse argv
+ curMode = Blendshapes;
init();
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);
glutMotionFunc(motion);
- glutPassiveMotionFunc(motion);
+ glutPassiveMotionFunc(passiveMotion);
glutMouseFunc(mouse);
glutMainLoop();