diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index b439d56568..898548c93d 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -67,10 +67,8 @@ Head::Head(Avatar* owningAvatar) : _rightEarPosition(0.0f, 0.0f, 0.0f), _mouthPosition(0.0f, 0.0f, 0.0f), _scale(1.0f), - _browAudioLift(0.0f), _gravity(0.0f, -1.0f, 0.0f), _lastLoudness(0.0f), - _averageLoudness(0.0f), _audioAttack(0.0f), _returnSpringScale(1.0f), _bodyRotation(0.0f, 0.0f, 0.0f), @@ -78,8 +76,6 @@ Head::Head(Avatar* owningAvatar) : _mohawkInitialized(false), _saccade(0.0f, 0.0f, 0.0f), _saccadeTarget(0.0f, 0.0f, 0.0f), - _leftEyeBlink(0.0f), - _rightEyeBlink(0.0f), _leftEyeBlinkVelocity(0.0f), _rightEyeBlinkVelocity(0.0f), _timeWithoutTalking(0.0f), @@ -148,6 +144,8 @@ void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) { // Update audio trailing average for rendering facial animations Faceshift* faceshift = Application::getInstance()->getFaceshift(); + _isFaceshiftConnected = faceshift != NULL; + if (isMine && faceshift->isActive()) { _leftEyeBlink = faceshift->getLeftBlink(); _rightEyeBlink = faceshift->getRightBlink(); @@ -159,7 +157,7 @@ void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) { const float BROW_HEIGHT_SCALE = 0.005f; _browAudioLift = faceshift->getBrowHeight() * BROW_HEIGHT_SCALE; - } else { + } else if (!_isFaceshiftConnected) { // Update eye saccades const float AVERAGE_MICROSACCADE_INTERVAL = 0.50f; const float AVERAGE_SACCADE_INTERVAL = 4.0f; diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 365d2cb544..2659deb90b 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -104,10 +104,8 @@ private: glm::vec3 _mouthPosition; Nose _nose; float _scale; - float _browAudioLift; glm::vec3 _gravity; float _lastLoudness; - float _averageLoudness; float _audioAttack; float _returnSpringScale; //strength of return springs glm::vec3 _bodyRotation; @@ -118,8 +116,6 @@ private: glm::vec3 _mohawkColors[MOHAWK_TRIANGLES]; glm::vec3 _saccade; glm::vec3 _saccadeTarget; - float _leftEyeBlink; - float _rightEyeBlink; float _leftEyeBlinkVelocity; float _rightEyeBlinkVelocity; float _timeWithoutTalking; diff --git a/interface/src/avatar/PerlinFace.cpp b/interface/src/avatar/PerlinFace.cpp new file mode 100644 index 0000000000..23c5afc638 --- /dev/null +++ b/interface/src/avatar/PerlinFace.cpp @@ -0,0 +1,691 @@ +// +// PerlinFace.cpp +// interface +// +// Created by Clément Brisset on 9/4/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +#include "PerlinFace.h" +#include "Head.h" +#include "Avatar.h" +#include "Application.h" + +// The following points only reference the left part of the face. +enum { + BROW_RIGHT_TOP = 0, BROW_MID_TOP, BROW_LEFT, BROW_MID_BOTTOM, BROW_RIGHT_BOTTOM, + EYE_RIGHT, EYE_MID_TOP, EYE_LEFT, EYE_MID_BOTTOM, + EYEBALL_BOTTOM, EYEBALL_TOP, EYEBALL_MID, + NOSTRIL_TOP, NOSTRIL_LEFT, NOSTRIL_BOTTOM, NOSE_LEFT, NOSE_RIGHT, + MOUTH_TOP_OUT, MOUTH_MID_OUT, MOUTH_BOTTOM_OUT, + MOUTH_TOP_IN, MOUTH_MID_IN, MOUTH_BOTTOM_IN, + EAR_CENTER, EAR_BOTTOM_RIGHT, EAR_BOTTOM_LEFT, EAR_TOP_RIGHT, EAR_TOP_MID, EAR_TOP_LEFT, EAR_BACK, + CHIN_BOTTOM, CHIN_TIP, CHIN_IN, + CHICK_LEFT, CHICK_MID, CHICK_RIGHT, + FOREHEAD_RIGHT, FOREHEAD_LEFT, + JAW_BOTTOM, JAW_LEFT, JAW_BOTTOM_LEFT, + HAIR_SIDE_1, HAIR_SIDE_2, HAIR_SIDE_3, HAIR_SIDE_4, HAIR_SIDE_5, + HAIR_1, HAIR_2, HAIR_3, HAIR_4, HAIR_5, HAIR_6, HAIR_7, HAIR_8, HAIR_9, + + NUM_VERTICES +}; + +static const float VERTICES[] += { -5,70,44, -12,72,42, -22,68,35, -12,70,42, -5,68,44.5, // left brow + -6,60,43.7, -12,62,44, -19,60,38, -12,58,43, // left eye + -12,60,37, -14.1,62.1,37, -13.15,61.25,32, // left eyeball + -2,45,52, -5,44,47, -1,42.5,49, -4,47,48, -2,48.5,52.5, // left part nose + -4,38,50, -8,30.2,46, -3,23.5,46, // left out mouse + -2.1,35,48, -5,31,47, -1.5,29,47, // left in mouse + -26.5,55,14, -23.3,51.3,7, -26.5,50.7,7, -23,59,9, -26,61,7, -27.6,59.5,7, -13,50,0, // left ear + -6.1,16.8,44.5, -5,20.7,46.5, -3,23,45, // left chin + -22,51,37, -15,36,39, -13.6,26,38, // left chick + -10,84,34, -22,80,24, // left forehead + -6,22,20, -22,35,15, -19,31.5,10, // left jaw + -14,99,0, -27,85,0, -30,70,0, -30,52,-4, -28,30,0, // left hair side + // left hair line + -16,86,39, -12,95,27, -12,99,13, -12,97,-5, -15,91,-17, -18,80,-26, -16,60,-29, -10,40,-23, -15,30,-12, + + 5,70,44, 12,72,42, 22,68,35, 12,70,42, 5,68,44.5, // 0-4 right brow + 6,60,43.7, 12,62,44, 19,60,38, 12,58,43, // 5-8 right eye + 12,60,37, 14.1,62.1,37, 13.15,61.15,32, // 9-11 right eyeball + 2,45,52, 5,44,47, 1,42.5,49, 4,47,48, 2,48.5,52.5, // 12-16 right part nose + 4,38,50, 8,30.2,46, 3,23.5,46, // 17-19 right out mouse + 2.1,35,48, 5,31,47, 1.5,29,47, // 20-22 right in mouse + 26.5,55,14, 23.3,51.3,7, 26.5,50.7,7, 23,59,9, 26,61,7, 27.6,59.5,7, 13,50,0, // 23-29 right ear + 6.1,16.8,44.5, 5,20.7,46.5, 3,23,45, // 30-32 right chin + 22,51,37, 15,36,39, 13.6,26,38, // 33-35 right chick + 10,84,34, 22,80,24, // 36-37 right forehead + 6,22,20, 22,35,15, 19,31.5,10, // 38-40 right jaw + 14,99,0, 27,85,0, 30,70,0, 30,52,-4, 28,30,0, // 41-45 right hair side + // 45-53 right hair line + 16,86,39, 12,95,27, 12,99,13, 12,97,-5, 15,91,-17, 18,80,-26, 16,60,-29, 10,40,-23, 15,30,-12, + + // Not used at the moment. + 7,34,44, 7,29.2,42, // teeth + 16,36,33, 16,16,0, 40,7,0, 40,0,0, 20,-40,-23}; // shoulders, back, misc + +const int TRIANGLES_NUMBER = 206; +const int VERTEX_PER_TRIANGLE = 3; +const int FLOAT_PER_VERTEX = 3; + +const GLfloat NO_SPECULAR_COLOR[] = { 0.0f, 0.0f, 0.0f, 1.0f }; + +glm::vec3* PerlinFace::_vertices = NULL; +GLfloat* PerlinFace::_triangles = NULL; +GLfloat* PerlinFace::_normals = NULL; +GLubyte* PerlinFace::_colors = NULL; + +PerlinFace::PerlinFace(Head *owningHead) + : _owningHead(owningHead), + _initialized(false), + _vertexNumber(0), + _trianglesCount(0), + _oldNormals(NULL), + _newNormals(NULL), + _trianglesPos(NULL), + _normalsPos(NULL), + _colorsPos(NULL), + _vboID(0), + _nboID(0), + _cboID(0), + _browsD_L(0), + _browsD_R(0), + _browsU_C(0), + _browsU_L(0), + _browsU_R(0), + _mouthSize(0), + _mouthSmileLeft(0), + _mouthSmileRight(0), + _eyeBlink_L(0), + _eyeBlink_R(0), + _eyeOpen_L(0), + _eyeOpen_R(0) { +} + +PerlinFace::~PerlinFace() { + if (_initialized) { + glDeleteBuffers(1, &_vboID); + glDeleteBuffers(1, &_nboID); + glDeleteBuffers(1, &_cboID); + delete[] _oldNormals; + delete[] _newNormals; + } +} + +void staticCleanup() { + delete[] PerlinFace::_vertices; + delete[] PerlinFace::_triangles; + delete[] PerlinFace::_normals; + delete[] PerlinFace::_colors; +} + +void PerlinFace::init() { + if (_initialized) { + return; + } + glGenBuffers(1, &_vboID); + glGenBuffers(1, &_nboID); + glGenBuffers(1, &_cboID); + + _vertexNumber = sizeof(VERTICES) / (FLOAT_PER_VERTEX * sizeof(float)); + + _oldNormals = new glm::vec3[_vertexNumber]; + _newNormals = new glm::vec3[_vertexNumber]; + + if (_vertices == NULL) { + _vertices = new glm::vec3[_vertexNumber]; + for (int i = 0; i < _vertexNumber; ++i) { + _vertices[i] = getVec3(i); + } + + _trianglesPos = _triangles = new GLfloat[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER]; + _normalsPos = _normals = new GLfloat[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER]; + _colorsPos = _colors = new GLubyte[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER]; + + atexit(staticCleanup); + } + + _initialized = true; +} + +void PerlinFace::update() { + if (!_initialized) { + init(); + } + + updatePositions(); + updateVertices(); + + glBindBuffer(GL_ARRAY_BUFFER, _vboID); + glBufferData(GL_ARRAY_BUFFER, + FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLfloat), + _triangles, + GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, _nboID); + glBufferData(GL_ARRAY_BUFFER, + FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLfloat), + _normals, + GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, _cboID); + glBufferData(GL_ARRAY_BUFFER, + FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLubyte), + _colors, + GL_DYNAMIC_DRAW); +} + +#include + +void PerlinFace::render() { + glPushMatrix(); + + update(); +// // Jump to head position, orientation and scale +// glm::quat orientation = _owningHead->getOrientation(); +// glm::vec3 axis = glm::axis(orientation); +// glTranslatef(_owningHead->getPosition().x, _owningHead->getPosition().y, _owningHead->getPosition().z); +// glScalef(_owningHead->getScale(), _owningHead->getScale(), _owningHead->getScale()); +// glRotatef(glm::angle(orientation), axis.x, axis.y, axis.z); + + + glPushMatrix(); + // Correct head scale and offset from hard coded points coordinates. + glScalef(2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y), + 2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y), + 2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y)); + glTranslatef(0, -60.0f, 20.0f); + + /*/ + glEnableClientState(GL_VERTEX_ARRAY); + glBindBuffer(GL_ARRAY_BUFFER, _vboID); + glVertexPointer(FLOAT_PER_VERTEX, GL_FLOAT, 0, 0); + + glEnableClientState(GL_NORMAL_ARRAY); + glBindBuffer(GL_ARRAY_BUFFER, _nboID); + glNormalPointer(GL_FLOAT, 0, 0); + + glEnableClientState(GL_COLOR_ARRAY); + glBindBuffer(GL_ARRAY_BUFFER, _cboID); + glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0); + + glDrawArrays(GL_TRIANGLES, 0, VERTEX_PER_TRIANGLE * _trianglesCount); + + // Draw eyes + glColor3d(0, 0, 0); + glBegin(GL_LINE_LOOP); + glVertex3d(_vertices[EYE_LEFT].x, _vertices[EYE_LEFT].y, _vertices[EYE_LEFT].z); + glVertex3d(_vertices[EYE_MID_TOP].x, _vertices[EYE_MID_TOP].y, _vertices[EYE_MID_TOP].z); + glVertex3d(_vertices[EYE_RIGHT].x, _vertices[EYE_RIGHT].y, _vertices[EYE_RIGHT].z); + glVertex3d(_vertices[EYE_MID_BOTTOM].x, _vertices[EYE_MID_BOTTOM].y, _vertices[EYE_MID_BOTTOM].z); + glEnd(); + + glBegin(GL_LINE_LOOP); + glVertex3d(_vertices[NUM_VERTICES + EYE_LEFT].x, + _vertices[NUM_VERTICES + EYE_LEFT].y, + _vertices[NUM_VERTICES + EYE_LEFT].z); + glVertex3d(_vertices[NUM_VERTICES + EYE_MID_TOP].x, + _vertices[NUM_VERTICES + EYE_MID_TOP].y, + _vertices[NUM_VERTICES + EYE_MID_TOP].z); + glVertex3d(_vertices[NUM_VERTICES + EYE_RIGHT].x, + _vertices[NUM_VERTICES + EYE_RIGHT].y, + _vertices[NUM_VERTICES + EYE_RIGHT].z); + glVertex3d(_vertices[NUM_VERTICES + EYE_MID_BOTTOM].x, + _vertices[NUM_VERTICES + EYE_MID_BOTTOM].y, + _vertices[NUM_VERTICES + EYE_MID_BOTTOM].z); + glEnd(); + glPopMatrix(); + + const float EYEBALL_RADIUS = 0.008f; + const float EYEBALL_COLOR[4] = { 0.9f, 0.9f, 0.8f, 1.0f }; + const float IRIS_RADIUS = 0.0035; + const float IRIS_PROTRUSION = 0.0065f; + // render white ball of left eyeball + + glm::vec3 eyePos = glm::vec3(0.024f, 0.0f, -0.032f); + + + Head::_irisProgram.bind(); + glBindTexture(GL_TEXTURE_2D, Head::_irisTextureID); + glEnable(GL_TEXTURE_2D); + + orientation = _owningHead->getOrientation(); + glm::vec3 front = orientation * IDENTITY_FRONT; + + // render left iris + glm::quat leftIrisRotation; + glPushMatrix(); { + glTranslatef(eyePos.x, eyePos.y, eyePos.z); //translate to eyeball position + + //rotate the eyeball to aim towards the lookat position + glm::vec3 targetLookatVector = _owningHead->_lookAtPosition - eyePos; + leftIrisRotation = rotationBetween(front, targetLookatVector) * orientation; + glm::vec3 rotationAxis = glm::axis(leftIrisRotation); + glRotatef(glm::angle(leftIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z); + glTranslatef(0.0f, 0.0f, IRIS_PROTRUSION); + glScalef(IRIS_RADIUS * 2.0f, + IRIS_RADIUS * 2.0f, + IRIS_RADIUS); // flatten the iris + + // this ugliness is simply to invert the model transform and get the eye position in model space + Head::_irisProgram.setUniform(Head::_eyePositionLocation, (glm::inverse(leftIrisRotation) * + (Application::getInstance()->getCamera()->getPosition() - eyePos) + + glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f), + 1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS)); + + glutSolidSphere(0.5f, 15, 15); + } + glPopMatrix(); + + eyePos.x = - eyePos.x; + + // render right iris + glm::quat rightIrisRotation; + glPushMatrix(); { + glTranslatef(eyePos.x, eyePos.y, eyePos.z); //translate to eyeball position + + //rotate the eyeball to aim towards the lookat position + glm::vec3 targetLookatVector = _owningHead->_lookAtPosition. - eyePos; + rightIrisRotation = rotationBetween(front, targetLookatVector) * orientation; + glm::vec3 rotationAxis = glm::axis(rightIrisRotation); + glRotatef(glm::angle(rightIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z); + glTranslatef(0.0f, 0.0f, IRIS_PROTRUSION); + glScalef(IRIS_RADIUS * 2.0f, + IRIS_RADIUS * 2.0f, + IRIS_RADIUS); // flatten the iris + + // this ugliness is simply to invert the model transform and get the eye position in model space + Head::_irisProgram.setUniform(Head::_eyePositionLocation, (glm::inverse(rightIrisRotation) * + (Application::getInstance()->getCamera()->getPosition() - eyePos) + + glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f), + 1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS)); + + glutSolidSphere(0.5f, 15, 15); + } + glPopMatrix(); + + Head::_irisProgram.release(); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + + + + glPushMatrix(); + glColor4fv(EYEBALL_COLOR); + glTranslatef(eyePos.x, eyePos.y, eyePos.z); + glutSolidSphere(EYEBALL_RADIUS, 30, 30); + glPopMatrix(); + + //render white ball of right eyeball + glPushMatrix(); + glColor4fv(EYEBALL_COLOR); + glTranslatef(-eyePos.x, eyePos.y, eyePos.z); + glutSolidSphere(EYEBALL_RADIUS, 30, 30); + glPopMatrix(); + + /**/ + + /*/ + // Draw points for debug. + glColor3d(0.0f, 1.0f, 0.0f); + glPointSize(4); + glBegin(GL_POINTS); + for (int i = 0; i < 2 * NUM_VERTICES; ++i) { + if (i == NUM_VERTICES) { + glColor3d(1.0f, 0.0f, 0.0f); + } + glVertex3d(VERTICES[3 * i], VERTICES[(3 * i) + 1], VERTICES[(3 * i) + 2]); + } + glColor3d(0.0f, 0.0f, 1.0f); + for (int i = 2 * NUM_VERTICES; i < _vertexNumber; ++i) { + break; + glVertex3d(VERTICES[3 * i], VERTICES[(3 * i) + 1], VERTICES[(3 * i) + 2]); + glVertex3d(-VERTICES[3 * i], VERTICES[(3 * i) + 1], VERTICES[(3 * i) + 2]); + } + glEnd(); + /**/ + glPopMatrix(); +} + +#include "Application.h" + +void PerlinFace::updatePositions() { + const float BROWS_UP_MAX = 3; + const float BROWS_DOWN_MAX = 1; + const float BROWS_UP_CENTER_MAX = 1; + + Faceshift* faceshift = Application::getInstance()->getFaceshift(); + if (faceshift->isActive()) { +// _browsD_L = faceshift->getBrowDownLeft(); +// _browsD_R = faceshift->getBrowDownRight(); +// _browsU_C = faceshift->getBrowUpCenter(); +// _browsU_L = faceshift->getBrowUpLeft(); +// _browsU_R = faceshift->getBrowUpRight(); +// _mouthSize = faceshift->getMouthSize(); +// _mouthSmileLeft = faceshift->getMouthSmileLeft(); +// _mouthSmileRight = faceshift->getMouthSmileRight(); +// _eyeBlink_L = faceshift->getLeftBlink(); +// _eyeBlink_R = faceshift->getRightBlink(); +// _eyeOpen_L = faceshift->getLeftEyeOpen(); +// _eyeOpen_R = faceshift->getRightEyeOpen(); + } + + + // Update left brow + _vertices[BROW_LEFT].y = getVec3(BROW_LEFT).y + + _browsU_L * BROWS_UP_MAX + - _browsD_L * BROWS_DOWN_MAX + - _browsU_C * BROWS_UP_CENTER_MAX; + _vertices[BROW_MID_TOP].y = getVec3(BROW_MID_TOP).y + + _browsU_L * BROWS_UP_MAX + - _browsD_L * BROWS_DOWN_MAX; + _vertices[BROW_MID_BOTTOM].y = getVec3(BROW_MID_BOTTOM).y + + _browsU_L * BROWS_UP_MAX + - _browsD_L * BROWS_DOWN_MAX; + _vertices[BROW_RIGHT_TOP].y = getVec3(BROW_RIGHT_TOP).y + + _browsU_L * BROWS_UP_MAX + - _browsD_L * BROWS_DOWN_MAX + + _browsU_C * BROWS_UP_CENTER_MAX; + _vertices[BROW_RIGHT_BOTTOM].y = getVec3(BROW_RIGHT_BOTTOM).y + + _browsU_L * BROWS_UP_MAX + - _browsD_L * BROWS_DOWN_MAX + + _browsU_C * BROWS_UP_CENTER_MAX; + + // Update right brow + _vertices[NUM_VERTICES + BROW_LEFT].y = getVec3(NUM_VERTICES + BROW_LEFT).y + + _browsU_R * BROWS_UP_MAX + - _browsD_R * BROWS_DOWN_MAX + - _browsU_C * BROWS_UP_CENTER_MAX; + _vertices[NUM_VERTICES + BROW_MID_TOP].y = getVec3(NUM_VERTICES + BROW_MID_TOP).y + + _browsU_R * BROWS_UP_MAX + - _browsD_R * BROWS_DOWN_MAX; + _vertices[NUM_VERTICES + BROW_MID_BOTTOM].y = getVec3(NUM_VERTICES + BROW_MID_BOTTOM).y + + _browsU_R * BROWS_UP_MAX + - _browsD_R * BROWS_DOWN_MAX; + _vertices[NUM_VERTICES + BROW_RIGHT_TOP].y = getVec3(NUM_VERTICES + BROW_RIGHT_TOP).y + + _browsU_R * BROWS_UP_MAX + - _browsD_R * BROWS_DOWN_MAX + + _browsU_C * BROWS_UP_CENTER_MAX; + _vertices[NUM_VERTICES + BROW_RIGHT_BOTTOM].y = getVec3(NUM_VERTICES + BROW_RIGHT_BOTTOM).y + + _browsU_R * BROWS_UP_MAX + - _browsD_R * BROWS_DOWN_MAX + + _browsU_C * BROWS_UP_CENTER_MAX; + + + // Mouth + _vertices[MOUTH_BOTTOM_IN].y = getVec3(MOUTH_BOTTOM_IN).y + + (1.0 - _mouthSize) * 6.5; + _vertices[MOUTH_BOTTOM_OUT].y = getVec3(MOUTH_BOTTOM_OUT).y + + (1.0 - _mouthSize) * 6.5; + _vertices[MOUTH_MID_IN] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(MOUTH_MID_IN) + + glm::vec3(0, (1.0 - _mouthSize) * 4, 0)) + + (_mouthSmileLeft / 3.0f) * getVec3(CHICK_MID); + _vertices[MOUTH_MID_OUT] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(MOUTH_MID_OUT) + + glm::vec3(0, (1.0 - _mouthSize) * 4, 0)) + + (_mouthSmileLeft / 3.0f) * getVec3(CHICK_MID); + + + _vertices[NUM_VERTICES + MOUTH_BOTTOM_IN].y = getVec3(NUM_VERTICES + MOUTH_BOTTOM_IN).y + + (1.0 - _mouthSize) * 6.5; + _vertices[NUM_VERTICES + MOUTH_BOTTOM_OUT].y = getVec3(NUM_VERTICES + MOUTH_BOTTOM_OUT).y + + (1.0 - _mouthSize) * 6.5; + _vertices[NUM_VERTICES + MOUTH_MID_IN] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(NUM_VERTICES + MOUTH_MID_IN) + + glm::vec3(0, (1.0 - _mouthSize) * 4, 0)) + + (_mouthSmileLeft / 3.0f) * getVec3(NUM_VERTICES + CHICK_MID); + _vertices[NUM_VERTICES + MOUTH_MID_OUT] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(NUM_VERTICES + MOUTH_MID_OUT) + + glm::vec3(0, (1.0 - _mouthSize) * 4, 0)) + + (_mouthSmileLeft / 3.0f) * getVec3(NUM_VERTICES + CHICK_MID); + + + + // Jaw + _vertices[CHIN_IN].y = getVec3(CHIN_IN).y + + (1.0 - _mouthSize) * 4; + _vertices[CHIN_TIP].y = getVec3(CHIN_TIP).y + + (1.0 - _mouthSize) * 4; + _vertices[CHIN_BOTTOM].y = getVec3(CHIN_BOTTOM).y + + (1.0 - _mouthSize) * 4; + + _vertices[NUM_VERTICES +CHIN_IN].y = getVec3(NUM_VERTICES + CHIN_IN).y + + (1.0 - _mouthSize) * 4; + _vertices[NUM_VERTICES +CHIN_TIP].y = getVec3(NUM_VERTICES + CHIN_TIP).y + + (1.0 - _mouthSize) * 4; + _vertices[NUM_VERTICES +CHIN_BOTTOM].y = getVec3(NUM_VERTICES + CHIN_BOTTOM).y + + (1.0 - _mouthSize) * 4; + + + // Eyelids + glm::vec3 topLeftEyelid = getVec3(EYE_MID_TOP); + glm::vec3 bottomLeftEyelid = getVec3(EYE_MID_BOTTOM); + glm::vec3 topRightEyelid = getVec3(NUM_VERTICES + EYE_MID_TOP); + glm::vec3 bottomRightEyelid = getVec3(NUM_VERTICES + EYE_MID_BOTTOM); + + _vertices[EYE_MID_TOP] = (1.0f - (_eyeBlink_L + _eyeOpen_L / 2.0f)) * topLeftEyelid + + (_eyeBlink_L + _eyeOpen_L / 2.0f) * (topLeftEyelid + bottomLeftEyelid) / 2.0f; + _vertices[EYE_MID_BOTTOM] = (1.0f - (_eyeBlink_L + _eyeOpen_L / 2.0f)) * bottomLeftEyelid + + (_eyeBlink_L + _eyeOpen_L / 2.0f) * (topLeftEyelid + bottomLeftEyelid) / 2.0f; + + _vertices[NUM_VERTICES + EYE_MID_TOP] = (1.0f - (_eyeBlink_R + _eyeOpen_R / 2.0f)) * topRightEyelid + + (_eyeBlink_R + _eyeOpen_R / 2.0f) * (topRightEyelid + bottomRightEyelid) / 2.0f; + _vertices[NUM_VERTICES + EYE_MID_BOTTOM] = (1.0f - (_eyeBlink_R + _eyeOpen_R / 2.0f)) * bottomRightEyelid + + (_eyeBlink_R + _eyeOpen_R / 2.0f) * (topRightEyelid + bottomRightEyelid) / 2.0f; +} + +void PerlinFace::updateVertices() { + const GLubyte SKIN_COLOR[] = {255, 214, 163}; + const GLubyte MOUSE_COLOR[] = {200, 159, 108}; + const GLubyte HAIR_COLOR[] = {0, 0, 0}; + + _trianglesCount = 0; + _trianglesPos = _triangles; + _normalsPos = _normals; + _colorsPos = _colors; + + std::swap(_oldNormals, _newNormals); + + // Brows + addTriangles(BROW_LEFT, BROW_MID_TOP, BROW_MID_BOTTOM, 0, 0, 0); + addTriangles(BROW_MID_BOTTOM, BROW_MID_TOP, BROW_RIGHT_TOP, 0, 0, 0); + addTriangles(BROW_MID_BOTTOM, BROW_RIGHT_TOP, BROW_RIGHT_BOTTOM, 0, 0, 0); + + // Forehead + addTriangles(FOREHEAD_LEFT, FOREHEAD_RIGHT, BROW_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(FOREHEAD_LEFT, BROW_MID_TOP, BROW_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(FOREHEAD_RIGHT, BROW_RIGHT_TOP, BROW_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(FOREHEAD_RIGHT, BROW_RIGHT_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(BROW_RIGHT_TOP, BROW_RIGHT_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + // Eyes + addTriangles(BROW_LEFT, BROW_MID_BOTTOM, EYE_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EYE_LEFT, BROW_MID_BOTTOM, EYE_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(BROW_MID_BOTTOM, BROW_RIGHT_BOTTOM, EYE_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EYE_MID_TOP, BROW_RIGHT_BOTTOM, EYE_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(BROW_RIGHT_BOTTOM, EYE_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + // Temp eye draw + addTriangles(EYE_LEFT, EYE_MID_TOP, EYEBALL_MID, 255, 255, 255); + addTriangles(EYE_MID_TOP, EYE_RIGHT, EYEBALL_MID, 255, 255, 255); + addTriangles(EYE_RIGHT, EYE_MID_BOTTOM, EYEBALL_MID, 255, 255, 255); + addTriangles(EYE_MID_BOTTOM, EYE_LEFT, EYEBALL_MID, 255, 255, 255); + + // Chick + addTriangles(EAR_CENTER, FOREHEAD_LEFT, BROW_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(BROW_LEFT, CHICK_LEFT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(BROW_LEFT, EYE_LEFT, CHICK_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EYE_LEFT, EYE_MID_BOTTOM, CHICK_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EYE_MID_BOTTOM, EYE_RIGHT, NOSTRIL_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_LEFT, EYE_MID_BOTTOM, NOSTRIL_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_LEFT, NOSTRIL_LEFT, CHICK_MID, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_MID, NOSTRIL_LEFT, MOUTH_TOP_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_MID, MOUTH_TOP_OUT, MOUTH_MID_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_MID, MOUTH_MID_OUT, CHIN_TIP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_MID, CHIN_TIP, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_RIGHT, CHIN_TIP, CHIN_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(CHICK_LEFT, CHICK_MID, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_CENTER, CHICK_LEFT, JAW_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(JAW_LEFT, CHICK_LEFT, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + + // Nose + addTriangles(EYE_RIGHT, NOSE_LEFT, NOSTRIL_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EYE_RIGHT, NOSE_RIGHT, NOSE_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(NOSE_LEFT, NOSE_RIGHT, NOSTRIL_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(EYE_RIGHT, NOSE_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(NOSE_RIGHT, NOSTRIL_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + addTriangles(NOSTRIL_LEFT, NOSE_LEFT, NOSTRIL_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(NOSTRIL_LEFT, NOSTRIL_TOP, NOSTRIL_BOTTOM, 0, 0, 0); + addJunction(NOSTRIL_TOP, NOSTRIL_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + addTriangles(NOSTRIL_LEFT, NOSTRIL_BOTTOM, MOUTH_TOP_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(NOSTRIL_BOTTOM, MOUTH_TOP_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + // Mouth + addTriangles(MOUTH_TOP_OUT, MOUTH_TOP_IN, MOUTH_MID_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]); + addTriangles(MOUTH_TOP_IN, MOUTH_MID_IN, MOUTH_MID_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]); + addTriangles(MOUTH_MID_OUT, MOUTH_MID_IN, MOUTH_BOTTOM_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]); + addTriangles(MOUTH_MID_IN, MOUTH_BOTTOM_IN, MOUTH_BOTTOM_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]); + addJunction(MOUTH_TOP_OUT, MOUTH_TOP_IN, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]); + addJunction(MOUTH_BOTTOM_OUT, MOUTH_BOTTOM_IN, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]); + + addTriangles(MOUTH_MID_IN, MOUTH_TOP_IN, MOUTH_BOTTOM_IN, 0, 0, 0); + addJunction(MOUTH_TOP_IN, MOUTH_BOTTOM_IN, 0, 0, 0); + + + // Chin + addTriangles(MOUTH_MID_OUT, MOUTH_BOTTOM_OUT, CHIN_IN, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(MOUTH_MID_OUT, CHIN_IN, CHIN_TIP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + addJunction(MOUTH_BOTTOM_OUT, CHIN_IN, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(CHIN_IN, CHIN_TIP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(CHIN_TIP, CHIN_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + // Jaw + addTriangles(JAW_BOTTOM_LEFT, JAW_LEFT, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(JAW_LEFT, JAW_BOTTOM_LEFT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(JAW_BOTTOM_LEFT, CHICK_RIGHT, CHIN_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(JAW_BOTTOM_LEFT, CHIN_BOTTOM, JAW_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addJunction(CHIN_BOTTOM, JAW_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + // Ear + addTriangles(FOREHEAD_LEFT, EAR_CENTER, EAR_TOP_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(JAW_BOTTOM_LEFT, EAR_BOTTOM_RIGHT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_BOTTOM_RIGHT, EAR_TOP_RIGHT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_BOTTOM_RIGHT, EAR_BOTTOM_LEFT, EAR_TOP_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_TOP_LEFT, EAR_TOP_MID, EAR_TOP_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_TOP_RIGHT, EAR_BOTTOM_RIGHT, EAR_TOP_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_TOP_RIGHT, EAR_TOP_MID, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_TOP_LEFT, EAR_TOP_MID, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_BOTTOM_LEFT, EAR_TOP_LEFT, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + addTriangles(EAR_BOTTOM_LEFT, EAR_BOTTOM_RIGHT, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]); + + + // hair + addTriangles(FOREHEAD_RIGHT, FOREHEAD_LEFT, HAIR_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(FOREHEAD_LEFT, HAIR_2, HAIR_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(FOREHEAD_LEFT, HAIR_3, HAIR_2, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(FOREHEAD_LEFT, HAIR_SIDE_1, HAIR_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(FOREHEAD_LEFT, HAIR_SIDE_2, HAIR_SIDE_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(FOREHEAD_LEFT, HAIR_SIDE_3, HAIR_SIDE_2, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(FOREHEAD_LEFT, EAR_TOP_RIGHT, HAIR_SIDE_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(EAR_TOP_RIGHT, HAIR_SIDE_4, HAIR_SIDE_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(EAR_TOP_RIGHT, EAR_BOTTOM_RIGHT, HAIR_SIDE_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(EAR_BOTTOM_RIGHT, HAIR_SIDE_5, HAIR_SIDE_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(EAR_BOTTOM_RIGHT, JAW_BOTTOM_LEFT, HAIR_SIDE_5, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + + addTriangles(HAIR_3, HAIR_SIDE_1, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_1, HAIR_SIDE_2, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_2, HAIR_5, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_2, HAIR_6, HAIR_5, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_2, HAIR_SIDE_3, HAIR_6, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_3, HAIR_7, HAIR_6, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_3, HAIR_SIDE_4, HAIR_7, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_4, HAIR_8, HAIR_7, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_4, HAIR_SIDE_5, HAIR_8, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_5, HAIR_9, HAIR_8, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_5, JAW_BOTTOM, HAIR_9, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addTriangles(HAIR_SIDE_5, JAW_BOTTOM, JAW_BOTTOM_LEFT, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + + addJunction(FOREHEAD_RIGHT, HAIR_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_1, HAIR_2, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_2, HAIR_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_3, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_4, HAIR_5, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_5, HAIR_6, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_6, HAIR_7, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_7, HAIR_8, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_8, HAIR_9, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + addJunction(HAIR_9, JAW_BOTTOM, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]); + + // Now that we have summed up the normals for each point, let's normalize them. + for (int i = 0; i < _vertexNumber; ++i) { + _newNormals[i] = glm::normalize(_newNormals[i]); + } +} + +void PerlinFace::addTriangles(int vertexID1, int vertexID2, int vertexID3, GLubyte r, GLubyte g, GLubyte b) { + glm::vec3 normal = glm::normalize(glm::cross(_vertices[vertexID1] - _vertices[vertexID2], + _vertices[vertexID3] - _vertices[vertexID2])); + + addVertex(r, g, b, vertexID1, normal); + addVertex(r, g, b, vertexID2, normal); + addVertex(r, g, b, vertexID3, normal); + ++_trianglesCount; + + vertexID1 += NUM_VERTICES; + vertexID2 += NUM_VERTICES; + vertexID3 += NUM_VERTICES; + + normal = glm::normalize(glm::cross(_vertices[vertexID1] - _vertices[vertexID2], + _vertices[vertexID3] - _vertices[vertexID2])); + + addVertex(r, g, b, vertexID3, normal); + addVertex(r, g, b, vertexID2, normal); + addVertex(r, g, b, vertexID1, normal); + ++_trianglesCount; +} + +void PerlinFace::addJunction(int vertexID1, int vertexID2, GLubyte r, GLubyte g, GLubyte b) { + glm::vec3 normal = glm::normalize(glm::cross(_vertices[vertexID1] - _vertices[NUM_VERTICES + vertexID1], + _vertices[vertexID2] - _vertices[NUM_VERTICES + vertexID1])); + + addVertex(r, g, b, vertexID1, normal); + addVertex(r, g, b, NUM_VERTICES + vertexID1, normal); + addVertex(r, g, b, vertexID2, normal); + ++_trianglesCount; + + normal = glm::normalize(glm::cross(_vertices[vertexID2] - _vertices[NUM_VERTICES + vertexID1], + _vertices[NUM_VERTICES + vertexID2] - _vertices[NUM_VERTICES + vertexID1])); + + addVertex(r, g, b, vertexID2, normal); + addVertex(r, g, b, NUM_VERTICES + vertexID1, normal); + addVertex(r, g, b, NUM_VERTICES + vertexID2, normal); + ++_trianglesCount; +} + +void PerlinFace::addVertex(GLubyte r, GLubyte g, GLubyte b, int vertexID, glm::vec3 normal) { + *_trianglesPos++ = _vertices[vertexID].x; + *_trianglesPos++ = _vertices[vertexID].y; + *_trianglesPos++ = _vertices[vertexID].z; + + // use the normals of the previous frame for lighting + *_normalsPos++ = _oldNormals[vertexID].x; + *_normalsPos++ = _oldNormals[vertexID].y; + *_normalsPos++ = _oldNormals[vertexID].z; + + // store all the normals associated to each point for next frame + _newNormals[vertexID].x += normal.x; + _newNormals[vertexID].y += normal.y; + _newNormals[vertexID].z += normal.z; + + *_colorsPos++ = r; + *_colorsPos++ = g; + *_colorsPos++ = b; +} + +glm::vec3 PerlinFace::getVec3(int vertexID) { + return glm::vec3(VERTICES[FLOAT_PER_VERTEX * vertexID], + VERTICES[FLOAT_PER_VERTEX * vertexID + 1], + -VERTICES[FLOAT_PER_VERTEX * vertexID + 2]); // Inverse Z axis to face the right direction +} diff --git a/interface/src/avatar/PerlinFace.h b/interface/src/avatar/PerlinFace.h new file mode 100644 index 0000000000..32492c98e2 --- /dev/null +++ b/interface/src/avatar/PerlinFace.h @@ -0,0 +1,81 @@ +// +// PerlinFace.h +// interface +// +// Created by Clément Brisset on 9/4/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +#ifndef __interface__PerlinFace__ +#define __interface__PerlinFace__ + +#include +#include + +#include +#include "InterfaceConfig.h" + +class Head; + +class PerlinFace { +public: + PerlinFace(Head* owningHead); + ~PerlinFace(); + + void update(); + void render(); + +private: + void init(); + + void updatePositions(); + void updateVertices(); + + void addTriangles(int vertexID1, int vertexID2, int vertexID3, GLubyte r, GLubyte g, GLubyte b); + void addJunction(int vertexID1, int vertexID2, GLubyte r, GLubyte g, GLubyte b); + void addVertex(GLubyte r, GLubyte g, GLubyte b, int vertexID, glm::vec3 normal); + + glm::vec3 getVec3(int vertexID); + + Head* _owningHead; + + bool _initialized; + + int _vertexNumber; + int _trianglesCount; + + static glm::vec3* _vertices; + glm::vec3* _oldNormals; + glm::vec3* _newNormals; + + static GLfloat* _triangles; + static GLfloat* _normals; + static GLubyte* _colors; + + GLfloat* _trianglesPos; + GLfloat* _normalsPos; + GLubyte* _colorsPos; + + GLuint _vboID; + GLuint _nboID; + GLuint _cboID; + + float _browsD_L; + float _browsD_R; + float _browsU_C; + float _browsU_L; + float _browsU_R; + + float _mouthSize; + float _mouthSmileLeft; + float _mouthSmileRight; + + float _eyeBlink_L; + float _eyeBlink_R; + float _eyeOpen_L; + float _eyeOpen_R; + + friend void staticCleanup(); +}; + +#endif /* defined(__interface__Face__) */ diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp index 2efb8d3da0..a4fd30c218 100644 --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -157,6 +157,24 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { memcpy(destinationBuffer, &_headData->_audioLoudness, sizeof(float)); destinationBuffer += sizeof(float); + memcpy(destinationBuffer, &_headData->_isFaceshiftConnected, sizeof(_headData->_isFaceshiftConnected)); + destinationBuffer += sizeof(_headData->_isFaceshiftConnected); + + // If it is connected, pack up the data + if (_headData->_isFaceshiftConnected) { + memcpy(destinationBuffer, &_headData->_leftEyeBlink, sizeof(float)); + destinationBuffer += sizeof(float); + + memcpy(destinationBuffer, &_headData->_rightEyeBlink, sizeof(float)); + destinationBuffer += sizeof(float); + + memcpy(destinationBuffer, &_headData->_averageLoudness, sizeof(float)); + destinationBuffer += sizeof(float); + + memcpy(destinationBuffer, &_headData->_browAudioLift, sizeof(float)); + destinationBuffer += sizeof(float); + } + // camera details memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition)); destinationBuffer += sizeof(_cameraPosition); @@ -268,6 +286,24 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) { memcpy(&_headData->_audioLoudness, sourceBuffer, sizeof(float)); sourceBuffer += sizeof(float); + memcpy(&_headData->_isFaceshiftConnected, sourceBuffer, sizeof(_headData->_isFaceshiftConnected)); + sourceBuffer += sizeof(_headData->_isFaceshiftConnected); + + // If it is connected, pack up the data + if (_headData->_isFaceshiftConnected) { + memcpy(&_headData->_leftEyeBlink, sourceBuffer, sizeof(float)); + sourceBuffer += sizeof(float); + + memcpy(&_headData->_rightEyeBlink, sourceBuffer, sizeof(float)); + sourceBuffer += sizeof(float); + + memcpy(&_headData->_averageLoudness, sourceBuffer, sizeof(float)); + sourceBuffer += sizeof(float); + + memcpy(&_headData->_browAudioLift, sourceBuffer, sizeof(float)); + sourceBuffer += sizeof(float); + } + // camera details memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition)); sourceBuffer += sizeof(_cameraPosition); diff --git a/libraries/avatars/src/HeadData.cpp b/libraries/avatars/src/HeadData.cpp index 89a431908f..1ad0d32e2d 100644 --- a/libraries/avatars/src/HeadData.cpp +++ b/libraries/avatars/src/HeadData.cpp @@ -16,6 +16,11 @@ HeadData::HeadData(AvatarData* owningAvatar) : _leanSideways(0.0f), _leanForward(0.0f), _audioLoudness(0.0f), + _isFaceshiftConnected(false), + _leftEyeBlink(0.0f), + _rightEyeBlink(0.0f), + _averageLoudness(0.0f), + _browAudioLift(0.0f), _owningAvatar(owningAvatar) { @@ -38,4 +43,4 @@ void HeadData::addLean(float sideways, float forwards) { // Add lean as impulse _leanSideways += sideways; _leanForward += forwards; -} \ No newline at end of file +} diff --git a/libraries/avatars/src/HeadData.h b/libraries/avatars/src/HeadData.h index d2ec5b1cb6..dd4d5b61a4 100644 --- a/libraries/avatars/src/HeadData.h +++ b/libraries/avatars/src/HeadData.h @@ -60,6 +60,11 @@ protected: float _leanSideways; float _leanForward; float _audioLoudness; + bool _isFaceshiftConnected; + float _leftEyeBlink; + float _rightEyeBlink; + float _averageLoudness; + float _browAudioLift; AvatarData* _owningAvatar; private: // privatize copy ctor and assignment operator so copies of this object cannot be made