#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"
Program *textureProg, *plainProg, *reflectProg, *pbrProg;
+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;
+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;
glm::vec3 color;
int windowWidth = 800, windowHeight = 600;
+enum Mode {
+ Default,
+ Blendshapes
+};
+Mode curMode;
+
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) {
+void drawBox(glm::mat4 trans, glm::vec3 color) {
glUseProgram(plainProg->progId);
glBindVertexArray(lightVao);
setProjectionAndViewUniforms(plainProg->progId);
- glm::mat4 model = glm::scale(light.trans, glm::vec3(0.2));
+ glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
GLuint modelLoc = glGetUniformLocation(plainProg->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));
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
+void drawLight(Light &light) {
+ drawBox(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;
}
+void highlightVertex() {
+ drawBox(glm::translate(glm::mat4(1), closestVertex.pos), {1, 1, 0.5});
+}
+
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 * 1.f), 0, cos(d * 1.f));
- inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), 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); */
+#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);
+ inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos);
+
+ 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
- /* 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]); */
+ if (curMode == Default)
+ sceneModel->draw(skyboxes[activeSkybox], d * 1000);
- /* auto node = sceneModel->getRoot()->ai.FindNode(jointNames[i].c_str()); */
+ if (curMode == Blendshapes) {
+ highlightVertex();
- /* auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */
+ 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);
- /* 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}); */
+ 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});
+ }
- sceneModel->draw(skyboxes[activeSkybox], d * 1000);
+ bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
+ }
for (Light &light: lights) drawLight(light);
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();
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 (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, 22, 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);
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
}
bool keyStates[256] = {false};
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);
}
camUp = glm::vec3(0, 1, 0);
}
#endif
+
+ 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;
+#endif
}
void reshape(int newWidth, int newHeight) {
glewInit();
+ // TODO: parse argv
+ curMode = Blendshapes;
init();
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(motion);
glutMouseFunc(mouse);
glutMainLoop();