// // BlendFace.cpp // interface // // Created by Andrzej Kapolka on 9/16/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include #include "Application.h" #include "BlendFace.h" #include "Head.h" #include "renderer/FBXReader.h" using namespace fs; using namespace std; BlendFace::BlendFace(Head* owningHead) : _owningHead(owningHead), _modelReply(NULL), _iboID(0) { } BlendFace::~BlendFace() { if (_iboID != 0) { glDeleteBuffers(1, &_iboID); glDeleteBuffers(1, &_vboID); } } bool BlendFace::render(float alpha) { if (_iboID == 0) { return false; } glPushMatrix(); glTranslatef(_owningHead->getPosition().x, _owningHead->getPosition().y, _owningHead->getPosition().z); glm::quat orientation = _owningHead->getOrientation(); glm::vec3 axis = glm::axis(orientation); glRotatef(glm::angle(orientation), axis.x, axis.y, axis.z); glTranslatef(0.0f, -0.025f, -0.025f); const float MODEL_SCALE = 0.0006f; glScalef(_owningHead->getScale() * MODEL_SCALE, _owningHead->getScale() * MODEL_SCALE, -_owningHead->getScale() * MODEL_SCALE); glColor4f(1.0f, 1.0f, 1.0f, alpha); // start with the base int vertexCount = _baseVertices.size(); _blendedVertices.resize(vertexCount); memcpy(_blendedVertices.data(), _baseVertices.data(), vertexCount * sizeof(fsVector3f)); // blend in each coefficient const vector& coefficients = _owningHead->getBlendshapeCoefficients(); for (int i = 0; i < coefficients.size(); i++) { float coefficient = coefficients[i]; if (coefficient == 0.0f || i >= _blendshapes.size()) { continue; } const fsVector3f* source = _blendshapes[i].m_vertices.data(); fsVector3f* dest = _blendedVertices.data(); for (int j = 0; j < vertexCount; j++) { dest->x += source->x * coefficient; dest->y += source->y * coefficient; dest->z += source->z * coefficient; source++; dest++; } } // update the blended vertices glBindBuffer(GL_ARRAY_BUFFER, _vboID); glBufferSubData(GL_ARRAY_BUFFER, 0, _blendedVertices.size() * sizeof(fsVector3f), _blendedVertices.data()); // tell OpenGL where to find vertex information glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iboID); glDrawRangeElementsEXT(GL_QUADS, 0, _baseVertices.size() - 1, _quadIndexCount, GL_UNSIGNED_INT, 0); glDrawRangeElementsEXT(GL_TRIANGLES, 0, _baseVertices.size() - 1, _triangleIndexCount, GL_UNSIGNED_INT, (void*)(_quadIndexCount * sizeof(int))); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // deactivate vertex arrays after drawing glDisableClientState(GL_VERTEX_ARRAY); // bind with 0 to switch back to normal operation glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glPopMatrix(); return true; } void BlendFace::setModelURL(const QUrl& url) { // don't restart the download if it's the same URL if (_modelURL == url) { return; } // cancel any current download if (_modelReply != 0) { delete _modelReply; _modelReply = 0; } // remember the URL _modelURL = url; // load the URL data asynchronously if (!url.isValid()) { return; } _modelReply = Application::getInstance()->getNetworkAccessManager()->get(QNetworkRequest(url)); connect(_modelReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(handleModelDownloadProgress(qint64,qint64))); connect(_modelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleModelReplyError())); } void BlendFace::setRig(const fsMsgRig& rig) { if (rig.mesh().m_tris.empty()) { // clear any existing geometry if (_iboID != 0) { glDeleteBuffers(1, &_iboID); glDeleteBuffers(1, &_vboID); _iboID = 0; } return; } if (_iboID == 0) { glGenBuffers(1, &_iboID); glGenBuffers(1, &_vboID); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iboID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, rig.mesh().m_quads.size() * sizeof(fsVector4i) + rig.mesh().m_tris.size() * sizeof(fsVector3i), NULL, GL_STATIC_DRAW); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, rig.mesh().m_quads.size() * sizeof(fsVector4i), rig.mesh().m_quads.data()); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, rig.mesh().m_quads.size() * sizeof(fsVector4i), rig.mesh().m_tris.size() * sizeof(fsVector3i), rig.mesh().m_tris.data()); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, _vboID); glBufferData(GL_ARRAY_BUFFER, rig.mesh().m_vertex_data.m_vertices.size() * sizeof(fsVector3f), NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); _quadIndexCount = rig.mesh().m_quads.size() * 4; _triangleIndexCount = rig.mesh().m_tris.size() * 3; _baseVertices = rig.mesh().m_vertex_data.m_vertices; _blendshapes = rig.blendshapes(); // subtract the neutral locations from the blend shapes; we want the deltas int vertexCount = _baseVertices.size(); for (vector::iterator it = _blendshapes.begin(); it != _blendshapes.end(); it++) { const fsVector3f* neutral = _baseVertices.data(); fsVector3f* offset = it->m_vertices.data(); for (int i = 0; i < vertexCount; i++) { offset->x -= neutral->x; offset->y -= neutral->y; offset->z -= neutral->z; neutral++; offset++; } } } void BlendFace::handleModelDownloadProgress(qint64 bytesReceived, qint64 bytesTotal) { if (bytesReceived < bytesTotal) { return; } QByteArray entirety = _modelReply->readAll(); _modelReply->disconnect(this); _modelReply->deleteLater(); _modelReply = 0; try { printNode(parseFBX(entirety)); } catch (const QString& error) { qDebug() << error << "\n"; } } void BlendFace::handleModelReplyError() { qDebug("%s\n", _modelReply->errorString().toLocal8Bit().constData()); _modelReply->disconnect(this); _modelReply->deleteLater(); _modelReply = 0; }