// // 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(); { // This block use the coordinates system of perlin's face points. // 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(); 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; const float MOUTH_UP_MAX = 6.5f; const float MOUTH_SIDE_UP_MAX = 4.0f; const float SMILE_FACTOR = 1.0f / 3.0f; // 0 = No smile, 1 = The Jocker. // Mouth _vertices[MOUTH_BOTTOM_IN].y = getVec3(MOUTH_BOTTOM_IN).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[MOUTH_BOTTOM_OUT].y = getVec3(MOUTH_BOTTOM_OUT).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[MOUTH_MID_IN] = (1.0f - (_mouthSmileLeft * SMILE_FACTOR)) * (getVec3(MOUTH_MID_IN) + glm::vec3(0, (1.0 - _mouthSize) * MOUTH_SIDE_UP_MAX, 0)) + (_mouthSmileLeft * SMILE_FACTOR) * getVec3(CHICK_MID); _vertices[MOUTH_MID_OUT] = (1.0f - (_mouthSmileLeft * SMILE_FACTOR)) * (getVec3(MOUTH_MID_OUT) + glm::vec3(0, (1.0 - _mouthSize) * MOUTH_SIDE_UP_MAX, 0)) + (_mouthSmileLeft * SMILE_FACTOR) * getVec3(CHICK_MID); _vertices[NUM_VERTICES + MOUTH_BOTTOM_IN].y = getVec3(NUM_VERTICES + MOUTH_BOTTOM_IN).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[NUM_VERTICES + MOUTH_BOTTOM_OUT].y = getVec3(NUM_VERTICES + MOUTH_BOTTOM_OUT).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[NUM_VERTICES + MOUTH_MID_IN] = (1.0f - (_mouthSmileLeft * SMILE_FACTOR)) * (getVec3(NUM_VERTICES + MOUTH_MID_IN) + glm::vec3(0, (1.0 - _mouthSize) * MOUTH_SIDE_UP_MAX, 0)) + (_mouthSmileLeft * SMILE_FACTOR) * getVec3(NUM_VERTICES + CHICK_MID); _vertices[NUM_VERTICES + MOUTH_MID_OUT] = (1.0f - (_mouthSmileLeft * SMILE_FACTOR)) * (getVec3(NUM_VERTICES + MOUTH_MID_OUT) + glm::vec3(0, (1.0 - _mouthSize) * MOUTH_SIDE_UP_MAX, 0)) + (_mouthSmileLeft * SMILE_FACTOR) * getVec3(NUM_VERTICES + CHICK_MID); // Jaw _vertices[CHIN_IN].y = getVec3(CHIN_IN).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[CHIN_TIP].y = getVec3(CHIN_TIP).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[CHIN_BOTTOM].y = getVec3(CHIN_BOTTOM).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[NUM_VERTICES +CHIN_IN].y = getVec3(NUM_VERTICES + CHIN_IN).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[NUM_VERTICES +CHIN_TIP].y = getVec3(NUM_VERTICES + CHIN_TIP).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; _vertices[NUM_VERTICES +CHIN_BOTTOM].y = getVec3(NUM_VERTICES + CHIN_BOTTOM).y + (1.0 - _mouthSize) * MOUTH_UP_MAX; // 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 }