First pass at blendshapes
[opengl.git] / main.cpp
index 15599b078cd64aa72465777a7dbf71659fb84005..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
@@ -21,6 +22,9 @@
 #include "skybox.hpp"
 #include "image.hpp"
 #include "util.hpp"
+#include "ik.hpp"
+#include "blendshapes.hpp"
+#include "ui.h"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 
@@ -40,32 +44,38 @@ 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;
 
+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::vec3 pos;
+       glm::mat4 trans;
        glm::vec3 color;
 };
 
-std::vector<Light> lights = {
-       { glm::vec3(5, 2, -5), glm::vec3(1) },
-       { glm::vec3(0, 2, -5), glm::vec3(1) },
-       { glm::vec3(-5, 2, -5), glm::vec3(1) },
-};
-
-int activeLight = 0;
+std::vector<Light> lights;
 
 bool discoLights = false;
 
 int windowWidth = 800, windowHeight = 600;
 
+enum Mode {
+       Default,
+       Blendshapes
+};
+Mode curMode;
+
 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);
 }
 
@@ -93,21 +103,55 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor
        glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
-void drawLight(Light &light) {
+void drawBox(glm::mat4 trans, glm::vec3 color) {
        glUseProgram(plainProg->progId);
        glBindVertexArray(lightVao);
        setProjectionAndViewUniforms(plainProg->progId);
-       glm::mat4 model = glm::translate(glm::mat4(1.f), light.pos);
-       model = glm::scale(model, glm::vec3(0.2));
+       glm::mat4 model = glm::scale(trans, glm::vec3(0.3));
        GLuint modelLoc = glGetUniformLocation(plainProg->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));
+       glUniform4fv(colorLoc, 1, glm::value_ptr(color));
                
        glDrawArrays(GL_TRIANGLES, 0, 36);
 }
 
+void drawLight(Light &light) {
+       drawBox(light.trans, light.color);
+}
+
+int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
+       if (strcmp(n->mName.data, name.data) == 0) {
+               *dest = aiMatrixToMat4(n->mTransformation);
+               return 0;
+       }
+       for (int i = 0; i < n->mNumChildren; i++) {
+               if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
+                       glm::mat4 t = aiMatrixToMat4(n->mTransformation);
+                       *dest = t * *dest;
+                       return 0;
+               }
+       }
+       return 1;
+}
+
+glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) {
+       aiNode *parent = node;
+       glm::mat4 res = m;
+       std::vector<glm::mat4> trans;
+       while (parent != nullptr) {
+               /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */
+               trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation)));
+               parent = parent->mParent;
+       }
+       while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
+       return res;
+}
+
+void highlightVertex() {
+       drawBox(glm::translate(glm::mat4(1), closestVertex), {1, 1, 0.5});
+}
 
 void display() {
        glClearColor(0.5, 0.5, 0.5, 1);
@@ -122,45 +166,67 @@ void display() {
        glUseProgram(pbrProg->progId);
        setProjectionAndViewUniforms(pbrProg->progId);
 
-       glm::vec3 lightPositions[6], lightColors[6];
-       for (int i = 0; i < 3; i++) {
-               lightPositions[i] = lights[i].pos;
+       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;
        }
 
-       for (int i = 3; i < 6; i++) {
        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) lightColors[i].x = sin(d);
-                       if (i == 4) lightColors[i].y = cos(d * 3);
-                       if (i == 5) lightColors[i].z = cos(d);
-               } else {
-                       lightPositions[i] = glm::vec3(0);
-                       lightColors[i] = glm::vec3(0);
+                       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);
                }
        }
 
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
-       glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
+       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
 
-       /* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */
-       /* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */
+       if (curMode == Default)
                sceneModel->draw(skyboxes[activeSkybox], d * 1000);
 
-       for (Light &light: lights) drawLight(light);
+       if (curMode == Blendshapes) {
+               highlightVertex();
 
-       if (discoLights) {
-               for (int i = 3; i < 6; i++) {
-                       Light l { lightPositions[i], lightColors[i] };
-                       drawLight(l);
-               }
+               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);
+
+       // TODO: restore
+       /* if (discoLights) { */
+       /*      for (int i = numLights - 3; i < numLights; i++) { */
+       /*              Light l = { lightPositions[i], lightColors[i] }; */
+       /*              drawLight(l); */
+       /*      } */
+       /* } */
+
        skyboxes[activeSkybox].draw(projMat(), viewMat());
 
        glutSwapBuffers();
@@ -182,19 +248,44 @@ void setupLightBuffers(GLuint progId) {
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
 }
 
-int findNodeTrans(struct aiNode *n, const struct aiString name, glm::mat4 *dest) {
-       if (strcmp(n->mName.data, name.data) == 0) {
-               *dest = aiMatrixToMat4(n->mTransformation);
-               return 0;
-       }
-       for (int i = 0; i < n->mNumChildren; i++) {
-               if (findNodeTrans(n->mChildren[i], name, dest) == 0) {
-                       glm::mat4 t = aiMatrixToMat4(n->mTransformation);
-                       *dest = t * *dest;
-                       return 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);
        }
-       return 1;
+       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() {
@@ -205,6 +296,7 @@ void init() {
        setupLightBuffers(plainProg->progId);
        plainProg->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")));
        skyboxes.push_back(Skybox(Image("skyboxes/pink_sunrise_8k.hdr")));
@@ -212,22 +304,26 @@ void init() {
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
 
-       const std::string scenePath = "models/ik.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);
                }
 
                if (scene->mNumCameras > 0) {
-               struct aiCamera *cam = scene->mCameras[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);
+                       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);
@@ -238,14 +334,29 @@ void init() {
                        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);
+       }
+
+       if (curMode == Blendshapes) {
+               loadBlendshapes();
+       }
 
        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);
+       glViewport(0, 0, windowWidth * 2, windowHeight * 2);
 }
 
 bool keyStates[256] = {false};
@@ -254,8 +365,6 @@ void keyboard(unsigned char key, int x, int y) {
        keyStates[key] = true;
        if (key == 'z')
                activeSkybox = (activeSkybox + 1) % skyboxes.size();
-       if (key == 'x')
-               activeLight = (activeLight + 1) % lights.size();
        if (key == 'c')
                discoLights = !discoLights;
 }
@@ -264,11 +373,16 @@ 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;
+
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wchar-subscripts"
        if (keyStates['w'])
                zSpeed = 0.1f;
        if (keyStates['s'])
@@ -281,18 +395,25 @@ void timer(int _) {
                ySpeed = 0.1f;
        if (keyStates['e'])
                ySpeed = -0.1f;
-
-       if (keyStates['j']) lights[activeLight].pos.z += 0.1f;
-       if (keyStates['k']) lights[activeLight].pos.z -= 0.1f;
-       if (keyStates['h']) lights[activeLight].pos.x -= 0.1f;
-       if (keyStates['l']) lights[activeLight].pos.x += 0.1f;
-       if (keyStates['m']) lights[activeLight].pos.y -= 0.1f;
-       if (keyStates['n']) lights[activeLight].pos.y += 0.1f;
+#pragma clang diagnostic pop
 
        camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
        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);
 }
@@ -328,11 +449,20 @@ void motion(int x, int y) {
                camUp = glm::vec3(0, 1, 0);
        }
 #endif
+
+       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;
+#endif
 }
 
 void reshape(int newWidth, int newHeight) {
@@ -349,12 +479,15 @@ int main(int argc, char** argv) {
 
        glewInit();
 
+       // TODO: parse argv
+       curMode = Blendshapes;
        init();
 
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);
        glutTimerFunc(16, timer, 0);
        glutMotionFunc(motion);
+       glutPassiveMotionFunc(motion);
        glutMouseFunc(mouse);
 
        glutMainLoop();