First pass at blendshapes
[opengl.git] / main.cpp
index 9a49d4cf1526c4c32ec419d300f4a1a1532241cf..776b3d6e283eac14f54b0c086da5d090e79800e5 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -3,6 +3,7 @@
 #include <iostream>
 #include <array>
 #include <vector>
+#include <dirent.h>
 #ifdef __APPLE__
 #include <GL/glew.h>
 #else
@@ -22,6 +23,8 @@
 #include "image.hpp"
 #include "util.hpp"
 #include "ik.hpp"
+#include "blendshapes.hpp"
+#include "ui.h"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -41,7 +44,11 @@ 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;
 
-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;
@@ -54,6 +61,12 @@ bool discoLights = false;
 
 int windowWidth = 800, windowHeight = 600;
 
+enum Mode {
+       Default,
+       Blendshapes
+};
+Mode curMode;
+
 float aspect() {
        return (float)windowWidth / (float)windowHeight;
 }      
@@ -136,9 +149,8 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
        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() {
@@ -193,9 +205,17 @@ 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);
 
@@ -228,6 +248,45 @@ void setupLightBuffers(GLuint progId) {
        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();
@@ -245,8 +304,11 @@ void init() {
        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);
@@ -260,7 +322,8 @@ void init() {
 
                        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);
@@ -273,13 +336,20 @@ void init() {
 
                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); 
@@ -303,8 +373,10 @@ void keyboardUp(unsigned char key, int x, int y) {
        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;
@@ -329,6 +401,19 @@ void timer(int _) {
        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);
 }
@@ -365,15 +450,15 @@ void motion(int x, int y) {
        }
 #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;
@@ -394,6 +479,8 @@ int main(int argc, char** argv) {
 
        glewInit();
 
+       // TODO: parse argv
+       curMode = Blendshapes;
        init();
 
        glutKeyboardFunc(keyboard);