Rework UI architecture and blendshape animation
[opengl.git] / main.cpp
index 9a49d4cf1526c4c32ec419d300f4a1a1532241cf..d1a35534b5ae67b3a25c78fba5d1025b3cb3cbe6 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -3,6 +3,7 @@
 #include <iostream>
 #include <array>
 #include <vector>
+#include <dirent.h>
 #ifdef __APPLE__
 #include <GL/glew.h>
 #else
@@ -22,6 +23,8 @@
 #include "image.hpp"
 #include "util.hpp"
 #include "ik.hpp"
+#include "blendshapes.hpp"
+#include "ui.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -31,6 +34,8 @@ GLuint lightVao;
 
 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
 
+ControlWindow controlWindow;
+
 std::vector<Skybox> skyboxes;
 int activeSkybox = 0;
 
@@ -41,7 +46,14 @@ 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;
 
-glm::vec3 selectedPos;
+Model *targetModel; // The model that the selection is happening on
+Model::VertexLookup closestVertex;
+
+std::map<VertIdx, glm::vec3> manipulators;
+VertIdx curManipulator = {-1,-1};
+
+BlendshapeModel bsModel;
+bool playBlendshapeAnim = false;
 
 struct Light {
        glm::mat4 trans;
@@ -54,6 +66,12 @@ bool discoLights = false;
 
 int windowWidth = 800, windowHeight = 600;
 
+enum Mode {
+       Default,
+       Blendshapes
+};
+Mode curMode;
+
 float aspect() {
        return (float)windowWidth / (float)windowHeight;
 }      
@@ -136,9 +154,8 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
        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 highlightVertex() {
+       drawBox(glm::translate(glm::mat4(1), closestVertex.pos), {1, 1, 0.5});
 }
 
 void display() {
@@ -193,9 +210,25 @@ void display() {
        }
 #endif
 
+       if (curMode == Default)
                sceneModel->draw(skyboxes[activeSkybox], d * 1000);
 
-       pickVertex();
+       if (curMode == Blendshapes) {
+               highlightVertex();
+
+               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};
+                       drawBox(glm::translate(glm::mat4(1), v.second), color);
+
+                       glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
+                       drawBox(glm::translate(glm::mat4(1), origVertex), {0,0,1});
+               }
+
+               bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
+       }
 
        for (Light &light: lights) drawLight(light);
 
@@ -228,6 +261,36 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
+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();
@@ -245,8 +308,11 @@ void init() {
        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);
@@ -260,7 +326,8 @@ void init() {
 
                        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);
@@ -273,13 +340,32 @@ void init() {
 
                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, 22, 81 };
+               camFront = { 0, 0, -1 };
+               camUp = { 0, 1, 0 };
+               zfar = 10000;
+               znear = 0.1f;
+       }
 
        glEnable(GL_DEPTH_TEST); 
        glEnable(GL_CULL_FACE); 
@@ -303,8 +389,9 @@ void keyboardUp(unsigned char key, int x, int y) {
        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;
@@ -329,6 +416,58 @@ void timer(int _) {
        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);
 }
@@ -365,15 +504,21 @@ void motion(int x, int y) {
        }
 #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);
+       mouseX = x; mouseY = y;
+       needToCalculateClosestVertex = true;
+
 }
 
 void mouse(int button, int state, int x, int y) {
+       if (isPanelFocused(controlWindow))
+               return;
+       if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
+               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;
@@ -394,6 +539,8 @@ int main(int argc, char** argv) {
 
        glewInit();
 
+       // TODO: parse argv
+       curMode = Blendshapes;
        init();
 
        glutKeyboardFunc(keyboard);