#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;
std::vector<Skybox> skyboxes;
int activeSkybox = 0;
Assimp::Importer importer; // Need to keep this around, otherwise stuff disappears!
-Model *sceneModel;
+/* 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;
+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;
glm::vec3 color;
bool discoLights = false;
int windowWidth = 800, windowHeight = 600;
-
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);
}
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
-void drawLight(Light &light) {
- glUseProgram(plainProg->progId);
- glBindVertexArray(lightVao);
- setProjectionAndViewUniforms(plainProg->progId);
- glm::mat4 model = glm::scale(light.trans, glm::vec3(0.2));
- GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
+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(p->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));
+ GLuint colorLoc = glGetUniformLocation(p->progId, "color");
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
+void drawLight(Light &light) {
+ drawPlainProg(plainProg, lightVao, 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);
return res;
}
+bool keyStates[256] = {false};
+
+void keyboard(unsigned char key, int x, int y) {
+ keyStates[key] = true;
+ if (key == 'z')
+ activeSkybox = (activeSkybox + 1) % skyboxes.size();
+ if (key == 'c')
+ discoLights = !discoLights;
+}
+
+void keyboardUp(unsigned char key, int x, int y) {
+ keyStates[key] = false;
+}
+
+int mouseX, mouseY;
+
+struct Mode {
+ virtual void display(float d) = 0;
+ virtual void timer() = 0;
+ virtual void motion(int x, int y, int dx, int dy) = 0;
+ virtual void passiveMotion(int x, int y, int dx, int dy) = 0;
+ virtual void mouse(int button, int state, int x, int y) = 0;
+};
+
+struct AnimationMode : public Mode {
+ Model *sceneModel;
+
+ AnimationMode(std::string modelPath) {
+ const aiScene *scene = importer.ReadFile(
+ modelPath, 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);
+ }
+
+ void display(float d) override {
+ sceneModel->draw(skyboxes[activeSkybox], d * 1000);
+ }
+
+ void timer() override {};
+ void motion(int x, int y, int dx, int dy) override {}
+ void passiveMotion(int x, int y, int dx, int dy) override {}
+ void mouse(int button, int state, int x, int y) override {}
+};
+
+
+// TODO: move these inside
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
+struct BlendshapeMode : public Mode {
+
+ class Delegate : public ControlWindowDelegate {
+ public:
+
+ virtual void weightChanged(int blendshape, float weight) override {
+ bsModel.blendshapes[blendshape].weight = weight;
+ needToInterpolateBlendshapes = true;
+ }
+
+ virtual void solveWeights(std::vector<float> &newWeights) override {
+ ::solveWeights(&bsModel, manipulators);
+ for (int i = 0; i < newWeights.size(); i++)
+ newWeights[i] = bsModel.blendshapes[i].weight;
+ needToInterpolateBlendshapes = true;
+ }
+
+ virtual void resetManipulators() override {
+ manipulators.clear();
+ curManipulator = { -1, -1 };
+ }
+
+ virtual void playbackChanged(bool playing) override {
+ playBlendshapeAnim = playing;
+ }
+ };
+
+ Delegate cwDelegate;
+ ControlWindow controlWindow;
+
+ BlendshapeMode(std::string directory) {
+ loadBlendshapes(directory, *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;
+ }
+
+ 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(float d) override {
+ 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);
+ }
+
+ void timer() override {
+ 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;
+ }
+ }
+
+
+ void motion(int x, int y, int dx, int dy) override {
+ 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, int dx, int dy) override {
+ needToCalculateClosestVertex = true;
+ }
+
+ void mouse(int button, int state, int x, int y) override {
+ 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;
+ }
+ }
+ }
+};
+
+Mode *curMode;
+
+
void display() {
glClearColor(0.5, 0.5, 0.5, 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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) * 2 - 2, 2, 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);
- inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), targetPos);
+ inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
- /* std::array<glm::vec3, 3> jointPositions; std::array<float, 2> jointDistances; */
-
- /* std::array<std::string, 3> 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}); */
+ 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);
+ curMode->display(d);
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();
+}
+
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/ik.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 (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
+ /* 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] };
+ /* 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;
+ /* 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);
+ /* 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;
- }
+ /* 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);
- }
+ /* 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);
+ /* 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);
// prevent edge artifacts in specular cubemaps
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- glViewport(0, 0, windowWidth, windowHeight);
-}
-
-bool keyStates[256] = {false};
-
-void keyboard(unsigned char key, int x, int y) {
- keyStates[key] = true;
- if (key == 'z')
- activeSkybox = (activeSkybox + 1) % skyboxes.size();
- if (key == 'c')
- discoLights = !discoLights;
-}
-
-void keyboardUp(unsigned char key, int x, int y) {
- keyStates[key] = false;
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
}
-#define ENABLE_MOVEMENT
+/* #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
+
+ curMode->timer();
+
+ /* 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;
}
- int dx = x - prevMouseX, dy = y - prevMouseY;
+ float dx = x - prevMouseX, dy = y - prevMouseY;
+ prevMouseX = x; prevMouseY = y;
+ curMode->motion(x, y, dx, dy);
+}
+
+void passiveMotion(int x, int y) {
+ if (firstMouse) {
prevMouseX = x;
prevMouseY = y;
-
+ firstMouse = false;
+ }
+ mouseX = x; mouseY = y;
+ int dx = x - prevMouseX, dy = y - prevMouseY;
+ prevMouseX = x;
+ prevMouseY = y;
+#ifdef ENABLE_MOVEMENT
const float sensitivity = 0.005f;
yaw += dx * sensitivity;
pitch -= dy * sensitivity;
camUp = glm::vec3(0, 1, 0);
}
#endif
+
+ curMode->passiveMotion(x, y, dx, dy);
}
void mouse(int button, int state, int x, int y) {
+ curMode->mouse(button, state, x, y);
+
+#ifdef ENABLE_MOVEMENT
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
firstMouse = true;
+#endif
}
void reshape(int newWidth, int newHeight) {
glewInit();
+ // TODO: parse argv
init();
+ curMode = new AnimationMode("movieAssets/scene.glb");
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(passiveMotion);
glutMouseFunc(mouse);
glutMainLoop();