From 9b76ae474d43ab495b68bb88a9cb517864496f82 Mon Sep 17 00:00:00 2001 From: Luke Lau Date: Fri, 20 Mar 2020 23:23:35 +0000 Subject: [PATCH] Refactor modes up into classes --- main.cpp | 544 ++++++++++++++++++++++++++++++++++--------------------- 1 file changed, 341 insertions(+), 203 deletions(-) diff --git a/main.cpp b/main.cpp index 7054e7a..82e0fff 100644 --- a/main.cpp +++ b/main.cpp @@ -35,13 +35,11 @@ GLuint cursorNumIndices; Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg; -ControlWindow controlWindow; - std::vector 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; @@ -68,13 +66,6 @@ std::vector lights; bool discoLights = false; int windowWidth = 800, windowHeight = 600; - -enum Mode { - Default, - Blendshapes -}; -Mode curMode; - float aspect() { return (float)windowWidth / (float)windowHeight; } @@ -157,6 +148,136 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) { 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 &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 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); @@ -171,6 +292,112 @@ void drawCursor(glm::vec3 pos, glm::vec3 color, float scale = 1) { 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 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); @@ -223,26 +450,7 @@ void display() { } #endif - if (curMode == Default) - sceneModel->draw(skyboxes[activeSkybox], d * 1000); - - if (curMode == Blendshapes) { - 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); - } + curMode->display(d); for (Light &light: lights) drawLight(light); @@ -299,36 +507,6 @@ GLuint setupBuffersWithIndices(GLuint progId, GLuint vao, return indices.size(); } -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 &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(); @@ -352,64 +530,64 @@ void init() { pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl"); glUseProgram(pbrProg->progId); - 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 (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; + /* if (curMode == Blendshapes) { */ + /* loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel); */ + /* targetModel = bsModel.model; */ - size_t numBlends = bsModel.blendshapes.size(); - std::vector names(numBlends); - for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name; - controlWindow = createControlWindow(names, &cwDelegate); + /* size_t numBlends = bsModel.blendshapes.size(); */ + /* std::vector 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; - } + /* 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); @@ -419,21 +597,6 @@ void init() { glViewport(0, 0, windowWidth * 2, windowHeight * 2); } -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; /* #define ENABLE_MOVEMENT */ void timer(int _) { @@ -461,56 +624,58 @@ 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 newWeights(bsModel.blendshapes.size()); - for (int i = 0; i < bsModel.blendshapes.size(); i++) - newWeights[i] = bsModel.blendshapes[i].weight; - updateWeights(&controlWindow, newWeights); - } + 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 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 (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 (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); + /* 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; - } - } + /* closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos); */ + /* needToCalculateClosestVertex = false; */ + /* } */ + /* } */ glutPostRedisplay(); glutTimerFunc(16, timer, 0); @@ -527,19 +692,8 @@ void motion(int x, int y) { } 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; - } + + curMode->motion(x, y, dx, dy); } void passiveMotion(int x, int y) { @@ -549,16 +703,10 @@ void passiveMotion(int x, int y) { firstMouse = false; } mouseX = x; mouseY = y; - prevMouseX = x; - prevMouseY = y; -#ifdef ENABLE_MOVEMENT - - 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; @@ -575,22 +723,12 @@ void passiveMotion(int x, int y) { camUp = glm::vec3(0, 1, 0); } #endif - if (curMode == Blendshapes) - needToCalculateClosestVertex = true; + + curMode->passiveMotion(x, y, dx, dy); } void mouse(int button, int state, int x, int y) { - 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; - } - } + curMode->mouse(button, state, x, y); #ifdef ENABLE_MOVEMENT if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) @@ -613,8 +751,8 @@ int main(int argc, char** argv) { glewInit(); // TODO: parse argv - curMode = Blendshapes; init(); + curMode = new AnimationMode("movieAssets/scene.glb"); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); -- 2.30.2