Rework UI architecture and blendshape animation
[opengl.git] / main.cpp
index 776b3d6e283eac14f54b0c086da5d090e79800e5..d1a35534b5ae67b3a25c78fba5d1025b3cb3cbe6 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -24,7 +24,7 @@
 #include "util.hpp"
 #include "ik.hpp"
 #include "blendshapes.hpp"
-#include "ui.h"
+#include "ui.hpp"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -34,6 +34,8 @@ GLuint lightVao;
 
 Program *textureProg, *plainProg, *reflectProg, *pbrProg;
 
+ControlWindow controlWindow;
+
 std::vector<Skybox> skyboxes;
 int activeSkybox = 0;
 
@@ -45,10 +47,13 @@ float fov = glm::radians(30.f), znear = 0.01f, zfar = 10000.f;
 float yaw = 1.57, pitch = 0;
 
 Model *targetModel; // The model that the selection is happening on
-glm::vec3 closestVertex;
-std::vector<glm::vec3> manipulators;
-Blendshapes blendshapes;
-float *blendshapeWeights;
+Model::VertexLookup closestVertex;
+
+std::map<VertIdx, glm::vec3> manipulators;
+VertIdx curManipulator = {-1,-1};
+
+BlendshapeModel bsModel;
+bool playBlendshapeAnim = false;
 
 struct Light {
        glm::mat4 trans;
@@ -150,7 +155,7 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
 }
 
 void highlightVertex() {
-       drawBox(glm::translate(glm::mat4(1), closestVertex), {1, 1, 0.5});
+       drawBox(glm::translate(glm::mat4(1), closestVertex.pos), {1, 1, 0.5});
 }
 
 void display() {
@@ -211,10 +216,18 @@ void display() {
        if (curMode == Blendshapes) {
                highlightVertex();
 
-               for (auto v: manipulators)
-                       drawBox(glm::translate(glm::mat4(1), v), {0.2, 1, 0});
+               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};
+                       drawBox(glm::translate(glm::mat4(1), v.second), color);
 
-               blendshapes.model->draw(skyboxes[activeSkybox], d * 1000);
+                       glm::vec3 origVertex = aiVector3DToVec3(bsModel.model->meshes[v.first.first].ai.mVertices[v.first.second]);
+                       drawBox(glm::translate(glm::mat4(1), origVertex), {0,0,1});
+               }
+
+               bsModel.model->draw(skyboxes[activeSkybox], d * 1000);
        }
 
        for (Light &light: lights) drawLight(light);
@@ -248,45 +261,36 @@ 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);
-}
+bool needToCalculateClosestVertex = false;
+bool needToInterpolateBlendshapes = false;
 
-void loadBlendshapes() {
+class Delegate : public ControlWindowDelegate {
+       public:
 
-       // 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);
+       virtual void weightChanged(int blendshape, float weight) {
+               bsModel.blendshapes[blendshape].weight = weight;
+               needToInterpolateBlendshapes = true;
        }
-       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;
+       virtual void solveWeights(std::vector<float> &newWeights) {
+               ::solveWeights(&bsModel, manipulators);
+               for (int i = 0; i < newWeights.size(); i++)
+                       newWeights[i] = bsModel.blendshapes[i].weight;
+               needToInterpolateBlendshapes = true;
+       }
 
-       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);
+       virtual void resetManipulators() {
+               manipulators.clear();
+               curManipulator = { -1, -1 };
+       }
 
-       camPos = { 0, 22, 81 };
-       camFront = { 0, 0, -1 };
-       camUp = { 0, 1, 0 };
-       zfar = 10000;
-       znear = 0.1f;
+       virtual void playbackChanged(bool playing) {
+               playBlendshapeAnim = playing;
        }
+};
+
+Delegate cwDelegate;
+
 
 void init() {
        initUtilProg();
@@ -348,7 +352,19 @@ void init() {
        }
 
        if (curMode == Blendshapes) {
-               loadBlendshapes();
+               loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel);
+               targetModel = bsModel.model;
+
+               size_t numBlends = bsModel.blendshapes.size();
+               std::vector<std::string> names(numBlends);
+               for (int i = 0; i < numBlends; i++) names[i] = bsModel.blendshapes[i].name;
+               controlWindow = createControlWindow(names, &cwDelegate);
+
+               camPos = { 0, 22, 81 };
+               camFront = { 0, 0, -1 };
+               camUp = { 0, 1, 0 };
+               zfar = 10000;
+               znear = 0.1f;
        }
 
        glEnable(GL_DEPTH_TEST); 
@@ -374,7 +390,6 @@ void keyboardUp(unsigned char key, int x, int y) {
 }
 
 int mouseX, mouseY;
-bool needToCalculateClosestVertex = false;
 
 /* #define ENABLE_MOVEMENT */
 void timer(int _) {
@@ -402,6 +417,44 @@ 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<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]);
@@ -410,9 +463,10 @@ void timer(int _) {
                                        projMat(),
                                        viewport);
 
-               closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos).first;
+                       closestVertex = targetModel->closestVertex(targetModel->getRoot(), camPos, selectedPos);
                        needToCalculateClosestVertex = false;
                }
+       }
 
        glutPostRedisplay();
        glutTimerFunc(16, timer, 0);
@@ -456,8 +510,14 @@ void motion(int x, int y) {
 }
 
 void mouse(int button, int state, int x, int y) {
-       if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
-               manipulators.push_back(closestVertex);
+       if (isPanelFocused(controlWindow))
+               return;
+       if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
+               VertIdx idx = { closestVertex.meshIdx, closestVertex.vertIdx };
+               if (manipulators.count(idx) <= 0)
+                       manipulators[idx] = closestVertex.pos;
+               curManipulator = idx;
+       }
 
 #ifdef ENABLE_MOVEMENT
        if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)