X-Git-Url: https://git.lukelau.me/?a=blobdiff_plain;f=main.cpp;h=09ef264dc4997e53257bba328da9ef7c42f51c20;hb=refs%2Fheads%2Fanim;hp=e4cc81a2d79846c9a8e3028cfb85a2b2b42899ab;hpb=ad77a970429c9c5e9cf8d513d0469d03ad82e622;p=opengl.git diff --git a/main.cpp b/main.cpp index e4cc81a..09ef264 100644 --- a/main.cpp +++ b/main.cpp @@ -3,6 +3,7 @@ #include #include #include +#include #ifdef __APPLE__ #include #else @@ -22,45 +23,50 @@ #include "image.hpp" #include "util.hpp" #include "ik.hpp" +#include "blendshapes.hpp" +#include "ui.hpp" +#include "mode/animationMode.hpp" #pragma clang diagnostic ignored "-Wdeprecated-declarations" using namespace std; -GLuint lightVao; +GLuint lightVao, cursorVao; +GLuint cursorNumIndices; -Program *textureProg, *plainProg, *reflectProg, *pbrProg; +Program *textureProg, *plainProg, *reflectProg, *pbrProg, *cursorProg; 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; float yaw = 1.57, pitch = 0; -struct Light { - glm::mat4 trans; - glm::vec3 color; -}; +Model *targetModel; // The model that the selection is happening on +Model::VertexLookup closestVertex; +// How close a vertex needs to be to the cursor before it is "over" +const float closestVertexThreshold = 0.5; -std::vector lights; +std::map manipulators; +VertIdx curManipulator = {-1,-1}; -bool discoLights = false; +BlendshapeModel bsModel; +bool playBlendshapeAnim = false; int windowWidth = 800, windowHeight = 600; - 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); } @@ -88,16 +94,16 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); } -void drawLight(Light &light) { - glUseProgram(plainProg->progId); - glBindVertexArray(lightVao); - setProjectionAndViewUniforms(plainProg->progId); - glm::mat4 model = glm::scale(light.trans, glm::vec3(0.2)); - GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model"); +void drawPlainProg(Program *p, GLuint vao, glm::mat4 trans, glm::vec3 color) { + glUseProgram(p->progId); + glBindVertexArray(vao); + setProjectionAndViewUniforms(p->progId); + glm::mat4 model = glm::scale(trans, glm::vec3(0.3)); + GLuint modelLoc = glGetUniformLocation(p->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)); + GLuint colorLoc = glGetUniformLocation(p->progId, "color"); + glUniform4fv(colorLoc, 1, glm::value_ptr(color)); glDrawArrays(GL_TRIANGLES, 0, 36); } @@ -130,6 +136,192 @@ 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; + +// 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); + setProjectionAndViewUniforms(cursorProg->progId); + glm::mat4 model = glm::scale(glm::translate(glm::mat4(1), pos), glm::vec3(scale * 0.4)); + GLuint modelLoc = glGetUniformLocation(cursorProg->progId, "model"); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + + GLuint colorLoc = glGetUniformLocation(cursorProg->progId, "color"); + glUniform4fv(colorLoc, 1, glm::value_ptr(color)); + + 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); @@ -143,26 +335,13 @@ void display() { glUseProgram(pbrProg->progId); setProjectionAndViewUniforms(pbrProg->progId); - size_t numLights = lights.size() + (discoLights ? 3 : 0); + std::vector lights = curMode->getLights(d); 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])); @@ -182,9 +361,7 @@ void display() { } #endif - sceneModel->draw(skyboxes[activeSkybox], d * 1000); - - for (Light &light: lights) drawLight(light); + curMode->display(d); // TODO: restore /* if (discoLights) { */ @@ -199,9 +376,8 @@ void display() { glutSwapBuffers(); } -void setupLightBuffers(GLuint progId) { - auto vertices = cube(); - GLuint verticesSize = 36 * 3 * sizeof(GLfloat); +void setupPlainBuffers(GLuint progId, std::vector vertices) { + GLuint verticesSize = vertices.size() * sizeof(glm::vec3); glGenVertexArrays(1, &lightVao); GLuint vbo; @@ -215,15 +391,46 @@ void setupLightBuffers(GLuint progId) { glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } +GLuint setupBuffersWithIndices(GLuint progId, GLuint vao, + std::vector vertices, + std::vector indices) { + GLuint vbos[2]; + glBindVertexArray(vao); + glGenBuffers(2, vbos); + + int verticesSize = vertices.size() * sizeof(glm::vec3); + // positions + glBindBuffer(GL_ARRAY_BUFFER, vbos[0]); + glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, + glm::value_ptr(vertices[0])); + + GLuint posLoc = glGetAttribLocation(progId, "vPosition"); + glEnableVertexAttribArray(posLoc); + glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); + + // indices + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos[1]); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW); + + return indices.size(); +} + void init() { initUtilProg(); plainProg = new Program("plainvertex.glsl", "plainfrag.glsl"); glUseProgram(plainProg->progId); - setupLightBuffers(plainProg->progId); + setupPlainBuffers(plainProg->progId, cube()); plainProg->validate(); + cursorProg = new Program("plainvertex.glsl", "plainfrag.glsl"); + glUseProgram(cursorProg->progId); + glGenVertexArrays(1, &cursorVao); + cursorNumIndices = setupBuffersWithIndices(cursorProg->progId, cursorVao, sphere(), sphereIndices()); + cursorProg->validate(); + skyboxes.push_back(Skybox(Image("skyboxes/loft/Newport_Loft_Ref.hdr"))); skyboxes.push_back(Skybox(Image("skyboxes/wooden_lounge_8k.hdr"))); skyboxes.push_back(Skybox(Image("skyboxes/machine_shop_02_8k.hdr"))); @@ -232,66 +439,75 @@ void init() { pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl"); glUseProgram(pbrProg->progId); - 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; */ + + /* 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; */ + /* } */ 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); -} - -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; + glViewport(0, 0, windowWidth * 2, windowHeight * 2); } -void keyboardUp(unsigned char key, int x, int y) { - keyStates[key] = false; -} /* #define ENABLE_MOVEMENT */ - void timer(int _) { #ifdef ENABLE_MOVEMENT float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f; @@ -316,6 +532,60 @@ void timer(int _) { camPos.y += ySpeed; camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw); #endif + + 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 (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); } @@ -324,17 +594,28 @@ int prevMouseX, prevMouseY; bool firstMouse = true; void motion(int x, int y) { -#ifdef ENABLE_MOVEMENT if (firstMouse) { prevMouseX = x; prevMouseY = y; firstMouse = false; } - int dx = x - prevMouseX, dy = y - prevMouseY; + float dx = x - prevMouseX, dy = y - prevMouseY; + prevMouseX = x; prevMouseY = y; + curMode->motion(x, y, dx, dy); +} + +void passiveMotion(int x, int y) { + if (firstMouse) { prevMouseX = x; prevMouseY = y; - + firstMouse = false; + } + mouseX = x; mouseY = y; + 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; @@ -351,11 +632,17 @@ void motion(int x, int y) { camUp = glm::vec3(0, 1, 0); } #endif + + curMode->passiveMotion(x, y, dx, dy); } void mouse(int button, int state, int x, int y) { + curMode->mouse(button, state, x, y); + +#ifdef ENABLE_MOVEMENT if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) firstMouse = true; +#endif } void reshape(int newWidth, int newHeight) { @@ -372,12 +659,15 @@ int main(int argc, char** argv) { glewInit(); + // TODO: parse argv init(); + curMode = new AnimationMode("movieAssets/scene.glb"); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0); glutMotionFunc(motion); + glutPassiveMotionFunc(passiveMotion); glutMouseFunc(mouse); glutMainLoop();