CXX_FLAGS := -g --std=c++17 -march=native -Wall
-bin/main: model.o material.o image.o skybox.o program.o ik.o main.o util.o
+bin/main: model.o material.o image.o skybox.o program.o ik.o main.o util.o ui.o blendshapes.o
clang++ $(CXX_FLAGS) $^ \
-I/usr/local/include -L/usr/local/lib \
-lassimp \
+ -framework Cocoa \
-framework OpenGL -framework glut -framework CoreGraphics -framework CoreFoundation -framework ImageIO -lglew -o $@
ctags *.cpp
+ui.o: ui.mm ui.h
+ clang++ -g -march=native -Wall -I/usr/local/include -c $< -o $@
%.o: %.cpp
clang++ $(CXX_FLAGS) -I/usr/local/include -c $< -o $@
--- /dev/null
+#include <assimp/Importer.hpp>
+#include <assimp/postprocess.h>
+#include "blendshapes.hpp"
+#include "util.hpp"
+
+void createBlendshapes(std::vector<std::string> blendshapes, std::string neutral, Program p, Blendshapes *res) {
+
+ Assimp::Importer importer;
+ unsigned int ppFlags = aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals;
+ importer.ReadFile(neutral, ppFlags);
+ const aiScene *scene = importer.GetOrphanedScene();
+
+ res->model = new Model(scene, p);
+
+ assert(scene->mNumMeshes == 1);
+
+ const aiMesh *neutralMesh = scene->mMeshes[0];
+ res->neutral = std::vector<glm::vec3>(neutralMesh->mNumVertices);
+ res->deltas = std::vector<std::vector<glm::vec3>>(blendshapes.size());
+ for (int i = 0; i < neutralMesh->mNumVertices; i++)
+ res->neutral[i] = aiVector3DToVec3(neutralMesh->mVertices[i]);
+
+ for (int i = 0; i < blendshapes.size(); i++) {
+ auto fp = blendshapes[i];
+ const aiScene *blendshape = importer.ReadFile(fp, ppFlags);
+ if (blendshape->mNumMeshes != 1) {
+ std::cerr << "Too many or too little meshes for the blendshape " << fp << std::endl;
+ abort();
+ }
+ aiMesh *mesh = blendshape->mMeshes[0];
+ std::vector<glm::vec3> meshDeltas(mesh->mNumVertices);
+ assert(mesh->mNumVertices == neutralMesh->mNumVertices);
+ for (int j = 0; j < mesh->mNumVertices; j++) {
+ glm::vec3 d = aiVector3DToVec3(mesh->mVertices[j]) - aiVector3DToVec3(neutralMesh->mVertices[j]);
+ meshDeltas[j] = d;
+ }
+ res->deltas[i] = meshDeltas;
+ }
+
+}
+
+void interpolateBlendshapes(Blendshapes *b, std::vector<float> weights) {
+ assert(weights.size() == b->deltas.size());
+ const Model::Mesh mesh = b->model->meshes[0];
+
+ for (int i = 0; i < mesh.ai.mNumVertices; i++) {
+ glm::vec3 pos = b->neutral[i];
+ for (int j = 0; j < b->deltas.size(); j++) {
+ pos += b->deltas[j][i] * weights[j];
+ }
+ mesh.ai.mVertices[i] = vec3ToaiVector3D(pos);
+ }
+
+ mesh.updatePosBuffer();
+}
--- /dev/null
+#include "model.hpp"
+struct Blendshapes {
+ Model *model;
+ std::vector<glm::vec3> neutral;
+ std::vector<std::vector<glm::vec3>> deltas;
+};
+
+void createBlendshapes(std::vector<std::string> blendshapes, std::string neutral, Program p, Blendshapes *res);
+
+void interpolateBlendshapes(Blendshapes *b, std::vector<float> amounts);
-std=c++17
-I/usr/local/include/
-DDEBUG_NODES
+-Ilibui
+-Llibui
+-lui
#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.h"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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
+glm::vec3 closestVertex;
+std::vector<glm::vec3> manipulators;
+Blendshapes blendshapes;
+float *blendshapeWeights;
struct Light {
glm::mat4 trans;
int windowWidth = 800, windowHeight = 600;
+enum Mode {
+ Default,
+ Blendshapes
+};
+Mode curMode;
+
float aspect() {
return (float)windowWidth / (float)windowHeight;
}
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), {1, 1, 0.5});
}
void display() {
}
#endif
+ if (curMode == Default)
sceneModel->draw(skyboxes[activeSkybox], d * 1000);
- pickVertex();
+ if (curMode == Blendshapes) {
+ highlightVertex();
+
+ for (auto v: manipulators)
+ drawBox(glm::translate(glm::mat4(1), v), {0.2, 1, 0});
+
+ blendshapes.model->draw(skyboxes[activeSkybox], d * 1000);
+ }
for (Light &light: lights) drawLight(light);
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);
+}
+
+void loadBlendshapes() {
+
+ // 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);
+ }
+ 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;
+
+ 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);
+
+ camPos = { 0, 22, 81 };
+ camFront = { 0, 0, -1 };
+ camUp = { 0, 1, 0 };
+ zfar = 10000;
+ znear = 0.1f;
+}
void init() {
initUtilProg();
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();
+ }
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
keyStates[key] = false;
}
-/* #define ENABLE_MOVEMENT */
+int mouseX, mouseY;
+bool needToCalculateClosestVertex = false;
+/* #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 (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).first;
+ needToCalculateClosestVertex = false;
+ }
+
glutPostRedisplay();
glutTimerFunc(16, timer, 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);
+ mouseX = x; mouseY = y;
+ needToCalculateClosestVertex = true;
+
}
void mouse(int button, int state, int x, int y) {
+ if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
+ manipulators.push_back(closestVertex);
+
#ifdef ENABLE_MOVEMENT
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
firstMouse = true;
glewInit();
+ // TODO: parse argv
+ curMode = Blendshapes;
init();
glutKeyboardFunc(keyboard);
#include <glm/gtx/closest_point.hpp>
#include "util.hpp"
-Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) {
+Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : progId(progId), ai(*aiMesh) {
std::vector<glm::vec3> vertices, normals, tangents, bitangents;
std::vector<glm::vec2> texCoords;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
- GLuint vbos[6];
glGenBuffers(6, vbos);
- GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
+ GLuint posVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
GLuint boneVbo = vbos[4];
GLuint posLoc = glGetAttribLocation(progId, "pos");
- glBindBuffer(GL_ARRAY_BUFFER, vertexVbo);
+ glBindBuffer(GL_ARRAY_BUFFER, posVbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(posLoc);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(boneWeightLoc, 4, GL_FLOAT, GL_FALSE, sizeof(VertBones), (const GLvoid *)sizeof(VertBones::ids));
}
+void Model::Mesh::updatePosBuffer() const {
+ GLuint posLoc = glGetAttribLocation(progId, "pos");
+ GLuint posVbo = vbos[0];
+ glBindBuffer(GL_ARRAY_BUFFER, posVbo);
+ glBufferData(GL_ARRAY_BUFFER, ai.mNumVertices * sizeof(aiVector3D), ai.mVertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+
Model::Node::Node(aiNode &node, GLuint progId, AnimMap *am, std::set<std::string> allBones, Node *p): ai(node), parent(p), progId(progId), animMap(am), isBone(allBones.count(std::string(node.mName.C_Str())) > 0) {
for (int i = 0; i < node.mNumMeshes; i++) {
meshIndices.push_back(node.mMeshes[i]);
// Returns closest vertex in world space and distance
// a and b define the line in 3d space
std::pair<glm::vec3, float> Model::closestVertex(Model::Node &n, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans) const {
- float shortestDist = FLT_MAX;
- glm::vec3 closest;
+ float closestDist = FLT_MAX;
+ glm::vec3 closestVert;
+
for (int i = 0; i < n.ai.mNumMeshes; i++) {
int meshIdx = n.ai.mMeshes[i];
const aiMesh &mesh = meshes[meshIdx].ai;
for (int j = 0; j < mesh.mNumVertices; j++) {
- glm::vec4 vPos = glm::vec4(aiVector3DToMat4(mesh.mVertices[j]), 1);
+ if (mesh.HasNormals()) {
+ auto n = aiVector3DToVec3(mesh.mNormals[j]);
+ if (glm::dot(n, glm::normalize(b - a)) > 0)
+ continue;
+ }
+ glm::vec4 vPos = glm::vec4(aiVector3DToVec3(mesh.mVertices[j]), 1);
// Move from model space -> world space
vPos = parentTrans * aiMatrixToMat4(n.ai.mTransformation) * vPos;
float dist = glm::distance(glm::vec3(vPos),
glm::closestPointOnLine(glm::vec3(vPos), a, b));
- if (dist < shortestDist) {
- closest = glm::vec3(vPos);
- shortestDist = dist;
+ if (dist < closestDist) {
+ closestVert = glm::vec3(vPos);
+ closestDist = dist;
}
}
}
for (auto child: n.getChildren()) {
- auto res = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation));
- if (res.second < shortestDist) {
- closest = res.first;
- shortestDist = res.second;
+ auto childRes = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation));
+ if (childRes.second < closestDist) {
+ closestVert = childRes.first;
+ closestDist = childRes.second;
}
}
- return { closest, shortestDist };
+ return { closestVert, closestDist };
}
float weights[4] = {1, 0, 0, 0};
};
+ public:
+ Model(std::vector<std::string> blendshapes, std::string neutral, Program p);
+ Model(const aiScene *scene, Program p);
+ void draw(Skybox skybox, const float tick) const;
+
struct Mesh {
Mesh(const aiMesh *aiMesh, GLuint progId);
GLuint progId, vao, numIndices;
+ GLuint vbos[6];
unsigned int materialIndex;
BoneMap boneMap;
const aiMesh &ai;
+ void updatePosBuffer() const;
};
- public:
- Model(const aiScene *scene, Program p);
- void draw(Skybox skybox, const float tick) const;
-
class Node {
public:
Node(aiNode &aiNode, GLuint progId, AnimMap *animMap, std::set<std::string> allBones, Node *parent);
std::pair<glm::vec3, float> closestVertex(Model::Node &node, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans = glm::mat4(1)) const;
+ std::vector<Mesh> meshes;
+
private:
const Program program;
-
- std::vector<Mesh> meshes;
Node *root;
std::vector<Material> materials;
glm::vec3(1, -1, -1),
glm::vec3(1, -1, 1)
};
+
+// TODO: Add a sphere
+/* constexpr std::vector<glm::vec3> sphere() { */
+
+/* } */
--- /dev/null
+void createControlWindow(size_t numBlendshapes, const char **names, void(*weightChanged)(int, float));
--- /dev/null
+#import <Cocoa/Cocoa.h>
+#import "ui.h"
+
+@interface Controller : NSObject
+- (instancetype)initWithCallback:(void(*)(int, float))callback;
+- (void)sliderMoved:(id)sender;
+
+@end
+
+@implementation Controller {
+ void (*weightChanged)(int, float);
+}
+
+- (instancetype)initWithCallback:(void(*)(int, float))callback {
+ if (self = [super init]) {
+ self->weightChanged = callback;
+ }
+ return self;
+}
+
+- (void)sliderMoved:(id)sender {
+ NSSlider *slider = (NSSlider*)sender;
+ weightChanged([slider tag], [slider floatValue]);
+}
+@end
+
+void createControlWindow(size_t numBlendshapes, const char **names, void(*weightChanged)(int, float)) {
+ Controller *controller = [[Controller alloc] initWithCallback: weightChanged];
+
+ NSWindowStyleMask mask = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskUtilityWindow;
+ NSWindow *window = [[NSPanel alloc] initWithContentRect: NSMakeRect(20, 20, 340, 420)
+ styleMask:mask backing:NSBackingStoreBuffered defer:NO];
+ [window makeKeyAndOrderFront: nil];
+ [window setTitle: @"Blendshapes"];
+
+ NSMutableArray<NSView *> *sliders = [NSMutableArray arrayWithCapacity: numBlendshapes];
+
+ for (int i = 0; i < numBlendshapes; i++) {
+ NSSlider *slider = [NSSlider sliderWithTarget: controller action:@selector(sliderMoved:)];
+ [slider setTag: i];
+ NSTextField *label = [NSTextField labelWithString: [NSString stringWithUTF8String: names[i]]];
+ NSStackView *stackView = [NSStackView stackViewWithViews: @[label, slider]];
+ sliders[i] = stackView;
+ }
+
+ NSStackView *stackView = [NSStackView stackViewWithViews: sliders];
+ [stackView setOrientation: NSUserInterfaceLayoutOrientationVertical];
+ [stackView setEdgeInsets: NSEdgeInsetsMake(16, 16, 16, 16)];
+ [window setContentView: stackView];
+}
return to;
}
-inline glm::vec3 aiVector3DToMat4(aiVector3D from) {
+inline glm::vec3 aiVector3DToVec3(aiVector3D from) {
+ return {from[0], from[1], from[2]};
+}
+
+inline aiVector3D vec3ToaiVector3D(glm::vec3 from) {
return {from[0], from[1], from[2]};
}