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//
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// PerlinFace.cpp
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// interface
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//
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// Created by Clément Brisset on 9/4/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include "PerlinFace.h"
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#include "Head.h"
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#include "Avatar.h"
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#include "Application.h"
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// The following points only reference the left part of the face.
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enum {
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BROW_RIGHT_TOP = 0, BROW_MID_TOP, BROW_LEFT, BROW_MID_BOTTOM, BROW_RIGHT_BOTTOM,
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EYE_RIGHT, EYE_MID_TOP, EYE_LEFT, EYE_MID_BOTTOM,
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EYEBALL_BOTTOM, EYEBALL_TOP, EYEBALL_MID,
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NOSTRIL_TOP, NOSTRIL_LEFT, NOSTRIL_BOTTOM, NOSE_LEFT, NOSE_RIGHT,
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MOUTH_TOP_OUT, MOUTH_MID_OUT, MOUTH_BOTTOM_OUT,
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MOUTH_TOP_IN, MOUTH_MID_IN, MOUTH_BOTTOM_IN,
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EAR_CENTER, EAR_BOTTOM_RIGHT, EAR_BOTTOM_LEFT, EAR_TOP_RIGHT, EAR_TOP_MID, EAR_TOP_LEFT, EAR_BACK,
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CHIN_BOTTOM, CHIN_TIP, CHIN_IN,
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CHICK_LEFT, CHICK_MID, CHICK_RIGHT,
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FOREHEAD_RIGHT, FOREHEAD_LEFT,
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JAW_BOTTOM, JAW_LEFT, JAW_BOTTOM_LEFT,
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HAIR_SIDE_1, HAIR_SIDE_2, HAIR_SIDE_3, HAIR_SIDE_4, HAIR_SIDE_5,
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HAIR_1, HAIR_2, HAIR_3, HAIR_4, HAIR_5, HAIR_6, HAIR_7, HAIR_8, HAIR_9,
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NUM_VERTICES
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};
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static const float VERTICES[]
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= { -5,70,44, -12,72,42, -22,68,35, -12,70,42, -5,68,44.5, // left brow
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-6,60,43.7, -12,62,44, -19,60,38, -12,58,43, // left eye
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-12,60,37, -14.1,62.1,37, -13.15,61.25,32, // left eyeball
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-2,45,52, -5,44,47, -1,42.5,49, -4,47,48, -2,48.5,52.5, // left part nose
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-4,38,50, -8,30.2,46, -3,23.5,46, // left out mouse
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-2.1,35,48, -5,31,47, -1.5,29,47, // left in mouse
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-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
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-6.1,16.8,44.5, -5,20.7,46.5, -3,23,45, // left chin
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-22,51,37, -15,36,39, -13.6,26,38, // left chick
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-10,84,34, -22,80,24, // left forehead
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-6,22,20, -22,35,15, -19,31.5,10, // left jaw
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-14,99,0, -27,85,0, -30,70,0, -30,52,-4, -28,30,0, // left hair side
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// left hair line
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-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,
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5,70,44, 12,72,42, 22,68,35, 12,70,42, 5,68,44.5, // 0-4 right brow
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6,60,43.7, 12,62,44, 19,60,38, 12,58,43, // 5-8 right eye
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12,60,37, 14.1,62.1,37, 13.15,61.15,32, // 9-11 right eyeball
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2,45,52, 5,44,47, 1,42.5,49, 4,47,48, 2,48.5,52.5, // 12-16 right part nose
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4,38,50, 8,30.2,46, 3,23.5,46, // 17-19 right out mouse
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2.1,35,48, 5,31,47, 1.5,29,47, // 20-22 right in mouse
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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
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6.1,16.8,44.5, 5,20.7,46.5, 3,23,45, // 30-32 right chin
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22,51,37, 15,36,39, 13.6,26,38, // 33-35 right chick
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10,84,34, 22,80,24, // 36-37 right forehead
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6,22,20, 22,35,15, 19,31.5,10, // 38-40 right jaw
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14,99,0, 27,85,0, 30,70,0, 30,52,-4, 28,30,0, // 41-45 right hair side
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// 45-53 right hair line
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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,
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// Not used at the moment.
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7,34,44, 7,29.2,42, // teeth
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16,36,33, 16,16,0, 40,7,0, 40,0,0, 20,-40,-23}; // shoulders, back, misc
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const int TRIANGLES_NUMBER = 206;
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const int VERTEX_PER_TRIANGLE = 3;
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const int FLOAT_PER_VERTEX = 3;
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const GLfloat NO_SPECULAR_COLOR[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glm::vec3* PerlinFace::_vertices = NULL;
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GLfloat* PerlinFace::_triangles = NULL;
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GLfloat* PerlinFace::_normals = NULL;
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GLubyte* PerlinFace::_colors = NULL;
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PerlinFace::PerlinFace(Head *owningHead)
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: _owningHead(owningHead),
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_initialized(false),
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_vertexNumber(0),
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_trianglesCount(0),
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_oldNormals(NULL),
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_newNormals(NULL),
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_trianglesPos(NULL),
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_normalsPos(NULL),
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_colorsPos(NULL),
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_vboID(0),
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_nboID(0),
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_cboID(0),
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_browsD_L(0),
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_browsD_R(0),
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_browsU_C(0),
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_browsU_L(0),
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_browsU_R(0),
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_mouthSize(0),
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_mouthSmileLeft(0),
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_mouthSmileRight(0),
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_eyeBlink_L(0),
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_eyeBlink_R(0),
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_eyeOpen_L(0),
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_eyeOpen_R(0) {
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}
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PerlinFace::~PerlinFace() {
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if (_initialized) {
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glDeleteBuffers(1, &_vboID);
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glDeleteBuffers(1, &_nboID);
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glDeleteBuffers(1, &_cboID);
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delete[] _oldNormals;
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delete[] _newNormals;
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}
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}
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void staticCleanup() {
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delete[] PerlinFace::_vertices;
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delete[] PerlinFace::_triangles;
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delete[] PerlinFace::_normals;
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delete[] PerlinFace::_colors;
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}
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void PerlinFace::init() {
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if (_initialized) {
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return;
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}
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glGenBuffers(1, &_vboID);
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glGenBuffers(1, &_nboID);
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glGenBuffers(1, &_cboID);
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_vertexNumber = sizeof(VERTICES) / (FLOAT_PER_VERTEX * sizeof(float));
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_oldNormals = new glm::vec3[_vertexNumber];
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_newNormals = new glm::vec3[_vertexNumber];
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if (_vertices == NULL) {
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_vertices = new glm::vec3[_vertexNumber];
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for (int i = 0; i < _vertexNumber; ++i) {
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_vertices[i] = getVec3(i);
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}
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_trianglesPos = _triangles = new GLfloat[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER];
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_normalsPos = _normals = new GLfloat[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER];
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_colorsPos = _colors = new GLubyte[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER];
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atexit(staticCleanup);
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}
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_initialized = true;
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}
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void PerlinFace::update() {
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if (!_initialized) {
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init();
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}
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updatePositions();
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updateVertices();
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glBindBuffer(GL_ARRAY_BUFFER, _vboID);
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glBufferData(GL_ARRAY_BUFFER,
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FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLfloat),
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_triangles,
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GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, _nboID);
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glBufferData(GL_ARRAY_BUFFER,
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FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLfloat),
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_normals,
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GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, _cboID);
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glBufferData(GL_ARRAY_BUFFER,
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FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLubyte),
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_colors,
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GL_DYNAMIC_DRAW);
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}
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#include <renderer/ProgramObject.h>
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void PerlinFace::render() {
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glPushMatrix();
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update();
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// // Jump to head position, orientation and scale
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// glm::quat orientation = _owningHead->getOrientation();
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// glm::vec3 axis = glm::axis(orientation);
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// glTranslatef(_owningHead->getPosition().x, _owningHead->getPosition().y, _owningHead->getPosition().z);
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// glScalef(_owningHead->getScale(), _owningHead->getScale(), _owningHead->getScale());
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// glRotatef(glm::angle(orientation), axis.x, axis.y, axis.z);
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glPushMatrix();
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// Correct head scale and offset from hard coded points coordinates.
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glScalef(2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y),
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2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y),
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2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y));
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glTranslatef(0, -60.0f, 20.0f);
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/*/
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glEnableClientState(GL_VERTEX_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, _vboID);
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glVertexPointer(FLOAT_PER_VERTEX, GL_FLOAT, 0, 0);
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glEnableClientState(GL_NORMAL_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, _nboID);
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glNormalPointer(GL_FLOAT, 0, 0);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, _cboID);
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glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
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glDrawArrays(GL_TRIANGLES, 0, VERTEX_PER_TRIANGLE * _trianglesCount);
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// Draw eyes
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glColor3d(0, 0, 0);
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glBegin(GL_LINE_LOOP);
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glVertex3d(_vertices[EYE_LEFT].x, _vertices[EYE_LEFT].y, _vertices[EYE_LEFT].z);
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glVertex3d(_vertices[EYE_MID_TOP].x, _vertices[EYE_MID_TOP].y, _vertices[EYE_MID_TOP].z);
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glVertex3d(_vertices[EYE_RIGHT].x, _vertices[EYE_RIGHT].y, _vertices[EYE_RIGHT].z);
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glVertex3d(_vertices[EYE_MID_BOTTOM].x, _vertices[EYE_MID_BOTTOM].y, _vertices[EYE_MID_BOTTOM].z);
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glEnd();
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glBegin(GL_LINE_LOOP);
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glVertex3d(_vertices[NUM_VERTICES + EYE_LEFT].x,
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_vertices[NUM_VERTICES + EYE_LEFT].y,
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_vertices[NUM_VERTICES + EYE_LEFT].z);
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glVertex3d(_vertices[NUM_VERTICES + EYE_MID_TOP].x,
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_vertices[NUM_VERTICES + EYE_MID_TOP].y,
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_vertices[NUM_VERTICES + EYE_MID_TOP].z);
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glVertex3d(_vertices[NUM_VERTICES + EYE_RIGHT].x,
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_vertices[NUM_VERTICES + EYE_RIGHT].y,
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_vertices[NUM_VERTICES + EYE_RIGHT].z);
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glVertex3d(_vertices[NUM_VERTICES + EYE_MID_BOTTOM].x,
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_vertices[NUM_VERTICES + EYE_MID_BOTTOM].y,
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_vertices[NUM_VERTICES + EYE_MID_BOTTOM].z);
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glEnd();
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glPopMatrix();
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const float EYEBALL_RADIUS = 0.008f;
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const float EYEBALL_COLOR[4] = { 0.9f, 0.9f, 0.8f, 1.0f };
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const float IRIS_RADIUS = 0.0035;
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const float IRIS_PROTRUSION = 0.0065f;
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// render white ball of left eyeball
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glm::vec3 eyePos = glm::vec3(0.024f, 0.0f, -0.032f);
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Head::_irisProgram.bind();
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glBindTexture(GL_TEXTURE_2D, Head::_irisTextureID);
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glEnable(GL_TEXTURE_2D);
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orientation = _owningHead->getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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// render left iris
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glm::quat leftIrisRotation;
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glPushMatrix(); {
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glTranslatef(eyePos.x, eyePos.y, eyePos.z); //translate to eyeball position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatVector = _owningHead->_lookAtPosition - eyePos;
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leftIrisRotation = rotationBetween(front, targetLookatVector) * orientation;
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glm::vec3 rotationAxis = glm::axis(leftIrisRotation);
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glRotatef(glm::angle(leftIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glTranslatef(0.0f, 0.0f, IRIS_PROTRUSION);
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glScalef(IRIS_RADIUS * 2.0f,
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IRIS_RADIUS * 2.0f,
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IRIS_RADIUS); // flatten the iris
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// this ugliness is simply to invert the model transform and get the eye position in model space
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Head::_irisProgram.setUniform(Head::_eyePositionLocation, (glm::inverse(leftIrisRotation) *
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(Application::getInstance()->getCamera()->getPosition() - eyePos) +
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glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f),
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1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS));
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glutSolidSphere(0.5f, 15, 15);
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}
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glPopMatrix();
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eyePos.x = - eyePos.x;
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// render right iris
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glm::quat rightIrisRotation;
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glPushMatrix(); {
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glTranslatef(eyePos.x, eyePos.y, eyePos.z); //translate to eyeball position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatVector = _owningHead->_lookAtPosition. - eyePos;
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rightIrisRotation = rotationBetween(front, targetLookatVector) * orientation;
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glm::vec3 rotationAxis = glm::axis(rightIrisRotation);
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glRotatef(glm::angle(rightIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glTranslatef(0.0f, 0.0f, IRIS_PROTRUSION);
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glScalef(IRIS_RADIUS * 2.0f,
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IRIS_RADIUS * 2.0f,
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IRIS_RADIUS); // flatten the iris
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// this ugliness is simply to invert the model transform and get the eye position in model space
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Head::_irisProgram.setUniform(Head::_eyePositionLocation, (glm::inverse(rightIrisRotation) *
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(Application::getInstance()->getCamera()->getPosition() - eyePos) +
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|
||||||
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
|
|
||||||
}
|
|
|
@ -1,81 +0,0 @@
|
||||||
//
|
|
||||||
// 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 <glm/glm.hpp>
|
|
||||||
#include <glm/gtc/quaternion.hpp>
|
|
||||||
|
|
||||||
#include <QObject>
|
|
||||||
#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__) */
|
|
Loading…
Reference in a new issue