X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=7054e7a04905a2a636da53ce115233687661c3c1;hp=776b3d6e283eac14f54b0c086da5d090e79800e5;hb=76e0d790f76df0c32b09118870145ec5f9eaf153;hpb=d2a4cfcd292f5bc422a025d43855e5f4f21fb161 diff --git a/main.cpp b/main.cpp index 776b3d6..7054e7a 100644 --- a/main.cpp +++ b/main.cpp @@ -24,15 +24,18 @@ #include "util.hpp" #include "ik.hpp" #include "blendshapes.hpp" -#include "ui.h" +#include "ui.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; + +ControlWindow controlWindow; std::vector skyboxes; int activeSkybox = 0; @@ -45,10 +48,15 @@ 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 manipulators; -Blendshapes blendshapes; -float *blendshapeWeights; +Model::VertexLookup closestVertex; +// How close a vertex needs to be to the cursor before it is "over" +const float closestVertexThreshold = 0.5; + +std::map manipulators; +VertIdx curManipulator = {-1,-1}; + +BlendshapeModel bsModel; +bool playBlendshapeAnim = false; struct Light { glm::mat4 trans; @@ -103,22 +111,22 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); } -void drawBox(glm::mat4 trans, glm::vec3 color) { - glUseProgram(plainProg->progId); - glBindVertexArray(lightVao); - setProjectionAndViewUniforms(plainProg->progId); +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(plainProg->progId, "model"); + GLuint modelLoc = glGetUniformLocation(p->progId, "model"); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); - GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color"); + GLuint colorLoc = glGetUniformLocation(p->progId, "color"); glUniform4fv(colorLoc, 1, glm::value_ptr(color)); glDrawArrays(GL_TRIANGLES, 0, 36); } void drawLight(Light &light) { - drawBox(light.trans, light.color); + drawPlainProg(plainProg, lightVao, light.trans, light.color); } int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) { @@ -149,8 +157,18 @@ glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) { return res; } -void highlightVertex() { - drawBox(glm::translate(glm::mat4(1), closestVertex), {1, 1, 0.5}); +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() { @@ -209,12 +227,21 @@ void display() { sceneModel->draw(skyboxes[activeSkybox], d * 1000); if (curMode == Blendshapes) { - highlightVertex(); + if (closestVertex.distance < closestVertexThreshold) + drawCursor(closestVertex.pos, {0.5,0,1}, 0.9); - 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}; + 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); + } - blendshapes.model->draw(skyboxes[activeSkybox], d * 1000); + bsModel.model->draw(skyboxes[activeSkybox], d * 1000); } for (Light &light: lights) drawLight(light); @@ -232,9 +259,8 @@ 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; @@ -248,54 +274,76 @@ void setupLightBuffers(GLuint progId) { glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } -void weightsChanged(int blendshape, float weight) { - blendshapeWeights[blendshape] = weight; - std::vector weights; - weights.assign(blendshapeWeights, blendshapeWeights + blendshapes.deltas.size()); - interpolateBlendshapes(&blendshapes, weights); +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 loadBlendshapes() { +bool needToCalculateClosestVertex = false; +bool needToInterpolateBlendshapes = false; - // get all the obj files - std::vector 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); +class Delegate : public ControlWindowDelegate { + public: + + virtual void weightChanged(int blendshape, float weight) { + bsModel.blendshapes[blendshape].weight = weight; + needToInterpolateBlendshapes = true; } - closedir(blendDir); - std::vector 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 &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(); 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"))); @@ -348,7 +396,19 @@ void init() { } if (curMode == Blendshapes) { - loadBlendshapes(); + loadBlendshapes("models/high-res-blendshapes/", *pbrProg, &bsModel); + targetModel = bsModel.model; + + size_t numBlends = bsModel.blendshapes.size(); + std::vector 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); @@ -374,7 +434,6 @@ void keyboardUp(unsigned char key, int x, int y) { } int mouseX, mouseY; -bool needToCalculateClosestVertex = false; /* #define ENABLE_MOVEMENT */ void timer(int _) { @@ -402,6 +461,44 @@ 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 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 +507,10 @@ 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); @@ -422,12 +520,40 @@ int prevMouseX, prevMouseY; bool firstMouse = true; void motion(int x, int y) { -#ifdef ENABLE_MOVEMENT if (firstMouse) { prevMouseX = x; prevMouseY = y; firstMouse = false; } + float dx = x - prevMouseX, dy = y - prevMouseY; + prevMouseX = x; prevMouseY = y; + if (curMode == Blendshapes) { + 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) { + if (firstMouse) { + prevMouseX = x; + prevMouseY = y; + firstMouse = false; + } + mouseX = x; mouseY = y; + prevMouseX = x; + prevMouseY = y; +#ifdef ENABLE_MOVEMENT + + int dx = x - prevMouseX, dy = y - prevMouseY; prevMouseX = x; @@ -449,15 +575,22 @@ void motion(int x, int y) { camUp = glm::vec3(0, 1, 0); } #endif - - mouseX = x; mouseY = y; + if (curMode == Blendshapes) needToCalculateClosestVertex = true; - } 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) { + if (closestVertex.distance < closestVertexThreshold) { + 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) @@ -487,7 +620,7 @@ int main(int argc, char** argv) { glutKeyboardUpFunc(keyboardUp); glutTimerFunc(16, timer, 0); glutMotionFunc(motion); - glutPassiveMotionFunc(motion); + glutPassiveMotionFunc(passiveMotion); glutMouseFunc(mouse); glutMainLoop();