Circular cursor + dragging
[opengl.git] / main.cpp
index 776b3d6e283eac14f54b0c086da5d090e79800e5..7054e7a04905a2a636da53ce115233687661c3c1 100644 (file)
--- a/main.cpp
+++ b/main.cpp
 #include "util.hpp"
 #include "ik.hpp"
 #include "blendshapes.hpp"
-#include "ui.h"
+#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;
@@ -45,10 +48,15 @@ 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
-glm::vec3 closestVertex;
-std::vector<glm::vec3> manipulators;
-Blendshapes blendshapes;
-float *blendshapeWeights;
+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;
@@ -103,22 +111,22 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor
        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) {
@@ -149,8 +157,18 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
        return res;
 }
 
-void highlightVertex() {
-       drawBox(glm::translate(glm::mat4(1), closestVertex), {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() {
@@ -209,12 +227,21 @@ void display() {
                sceneModel->draw(skyboxes[activeSkybox], d * 1000);
 
        if (curMode == Blendshapes) {
-               highlightVertex();
+               if (closestVertex.distance < closestVertexThreshold)
+                       drawCursor(closestVertex.pos, {0.5,0,1}, 0.9);
 
-               for (auto v: manipulators)
-                       drawBox(glm::translate(glm::mat4(1), v), {0.2, 1, 0});
+               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);
+               }
 
-               blendshapes.model->draw(skyboxes[activeSkybox], d * 1000);
+               bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
        }
 
        for (Light &light: lights) drawLight(light);
@@ -232,9 +259,8 @@ void display() {
        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;
@@ -248,54 +274,76 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
-void weightsChanged(int blendshape, float weight) {
-       blendshapeWeights[blendshape] = weight;
-       std::vector<float> weights;
-       weights.assign(blendshapeWeights, blendshapeWeights + blendshapes.deltas.size());
-       interpolateBlendshapes(&blendshapes, weights);
+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 loadBlendshapes() {
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
 
-       // get all the obj files
-       std::vector<std::string> blends;
-       const std::string modelDir = "models/high-res-blendshapes/";
-       DIR *blendDir = opendir(modelDir.c_str());
-       while (dirent *e = readdir(blendDir)) {
-               if (e->d_type & DT_DIR) continue;
-               const std::string name(e->d_name);
-               if (name == "neutral.obj") continue;
-               blends.push_back(name);
+class Delegate : public ControlWindowDelegate {
+       public:
+
+       virtual void weightChanged(int blendshape, float weight) {
+               bsModel.blendshapes[blendshape].weight = weight;
+               needToInterpolateBlendshapes = true;
        }
-       closedir(blendDir);
 
-       std::vector<std::string> blendFps;
-       for (auto blend: blends) blendFps.push_back(modelDir + blend);
-       createBlendshapes(blendFps, modelDir + "neutral.obj", *pbrProg, &blendshapes);
-       targetModel = blendshapes.model;
+       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;
+       }
 
-       size_t numBlends = blends.size();
-       blendshapeWeights = new float[numBlends];
-       for (int i = 0; i < numBlends; i++) blendshapeWeights[i] = 0;
-       const char *names[numBlends];
-       for (int i = 0; i < numBlends; i++) names[i] = blends[i].c_str();
-       createControlWindow(numBlends, names, weightsChanged);
+       virtual void resetManipulators() {
+               manipulators.clear();
+               curManipulator = { -1, -1 };
+       }
 
-       camPos = { 0, 22, 81 };
-       camFront = { 0, 0, -1 };
-       camUp = { 0, 1, 0 };
-       zfar = 10000;
-       znear = 0.1f;
+       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")));
@@ -348,7 +396,19 @@ void init() {
        }
 
        if (curMode == Blendshapes) {
-               loadBlendshapes();
+               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); 
@@ -374,7 +434,6 @@ void keyboardUp(unsigned char key, int x, int y) {
 }
 
 int mouseX, mouseY;
-bool needToCalculateClosestVertex = false;
 
 /* #define ENABLE_MOVEMENT */
 void timer(int _) {
@@ -402,6 +461,44 @@ void timer(int _) {
        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]);
@@ -410,9 +507,10 @@ void timer(int _) {
                                        projMat(),
                                        viewport);
 
-               closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos).first;
+                       closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos);
                        needToCalculateClosestVertex = false;
                }
+       }
 
        glutPostRedisplay();
        glutTimerFunc(16, timer, 0);
@@ -422,12 +520,40 @@ int prevMouseX, prevMouseY;
 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;
@@ -449,15 +575,22 @@ void motion(int x, int y) {
                camUp = glm::vec3(0, 1, 0);
        }
 #endif
-
-       mouseX = x; mouseY = y;
+       if (curMode == Blendshapes)
                needToCalculateClosestVertex = true;
-
 }
 
 void mouse(int button, int state, int x, int y) {
-       if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
-               manipulators.push_back(closestVertex);
+       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)
@@ -487,7 +620,7 @@ int main(int argc, char** argv) {
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);
        glutMotionFunc(motion);
-       glutPassiveMotionFunc(motion);
+       glutPassiveMotionFunc(passiveMotion);
        glutMouseFunc(mouse);
 
        glutMainLoop();