X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=776b3d6e283eac14f54b0c086da5d090e79800e5;hp=9a49d4cf1526c4c32ec419d300f4a1a1532241cf;hb=d2a4cfcd292f5bc422a025d43855e5f4f21fb161;hpb=b472351f3c80cec8c7e9ec30cb4c113c947c0ff7 diff --git a/main.cpp b/main.cpp index 9a49d4c..776b3d6 100644 --- a/main.cpp +++ b/main.cpp @@ -3,6 +3,7 @@ #include #include #include +#include #ifdef __APPLE__ #include #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 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 weights; + weights.assign(blendshapeWeights, blendshapeWeights + blendshapes.deltas.size()); + interpolateBlendshapes(&blendshapes, weights); +} + +void loadBlendshapes() { + + // 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); + } + closedir(blendDir); + + std::vector 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);