X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=d1a35534b5ae67b3a25c78fba5d1025b3cb3cbe6;hp=776b3d6e283eac14f54b0c086da5d090e79800e5;hb=9886c33eb8cd31f28234585718410cd51aef2a4c;hpb=d2a4cfcd292f5bc422a025d43855e5f4f21fb161 diff --git a/main.cpp b/main.cpp index 776b3d6..d1a3553 100644 --- 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 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 manipulators; -Blendshapes blendshapes; -float *blendshapeWeights; +Model::VertexLookup closestVertex; + +std::map 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 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 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 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(); @@ -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 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 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)