+ 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<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;
+ }
+ }
+
+
+ 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);
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
+
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+
+ glUseProgram(getUtilProg()->progId);
+ setProjectionAndViewUniforms(getUtilProg()->progId);
+
+ glUseProgram(pbrProg->progId);
+ setProjectionAndViewUniforms(pbrProg->progId);
+
+ size_t numLights = lights.size() + (discoLights ? 3 : 0);
+ glm::vec3 lightPositions[numLights], lightColors[numLights];
+ for (int i = 0; i < lights.size(); i++) {
+ lightPositions[i] = glm::vec3(lights[i].trans[3]);
+ lightColors[i] = lights[i].color;
+ }
+
+ if (discoLights) {
+ for (int i = numLights - 3; i < numLights; i++) {
+ auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
+ lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
+ lightColors[i] = glm::vec3(0.2);
+ if (i % 3 == 0) lightColors[i].x = sin(d);
+ if (i % 3 == 1) lightColors[i].y = cos(d * 3);
+ if (i % 3 == 2) lightColors[i].z = cos(d);
+ }
+ }
+
+ glUniform1ui(glGetUniformLocation(pbrProg->progId, "numLights"), numLights);
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
+
+#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
+
+ curMode->display(d);