overte-JulianGro/interface/src/renderer/Model.cpp
Andrzej Kapolka 240f65b7c5 Scale fixes.
2013-10-23 16:15:03 -07:00

488 lines
20 KiB
C++

//
// Model.cpp
// interface
//
// Created by Andrzej Kapolka on 10/18/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include <glm/gtx/transform.hpp>
#include "Application.h"
#include "Model.h"
using namespace std;
Model::Model(QObject* parent) :
QObject(parent),
_pupilDilation(0.0f)
{
// we may have been created in the network thread, but we live in the main thread
moveToThread(Application::getInstance()->thread());
}
Model::~Model() {
deleteGeometry();
}
ProgramObject Model::_program;
ProgramObject Model::_skinProgram;
int Model::_clusterMatricesLocation;
int Model::_clusterIndicesLocation;
int Model::_clusterWeightsLocation;
void Model::init() {
if (!_program.isLinked()) {
switchToResourcesParentIfRequired();
_program.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/model.vert");
_program.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model.frag");
_program.link();
_program.bind();
_program.setUniformValue("texture", 0);
_program.release();
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/skin_model.vert");
_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model.frag");
_skinProgram.link();
_skinProgram.bind();
_clusterMatricesLocation = _skinProgram.uniformLocation("clusterMatrices");
_clusterIndicesLocation = _skinProgram.attributeLocation("clusterIndices");
_clusterWeightsLocation = _skinProgram.attributeLocation("clusterWeights");
_skinProgram.setUniformValue("texture", 0);
_skinProgram.release();
}
}
void Model::reset() {
_resetStates = true;
foreach (Model* attachment, _attachments) {
attachment->reset();
}
}
void Model::simulate(float deltaTime) {
if (!isActive()) {
return;
}
// set up world vertices on first simulate after load
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (_jointStates.isEmpty()) {
foreach (const FBXJoint& joint, geometry.joints) {
JointState state;
state.rotation = joint.rotation;
_jointStates.append(state);
}
foreach (const FBXMesh& mesh, geometry.meshes) {
MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
if (mesh.springiness > 0.0f) {
state.worldSpaceVertices.resize(mesh.vertices.size());
state.vertexVelocities.resize(mesh.vertices.size());
state.worldSpaceNormals.resize(mesh.vertices.size());
}
_meshStates.append(state);
}
foreach (const FBXAttachment& attachment, geometry.attachments) {
Model* model = new Model(this);
model->init();
model->setURL(attachment.url);
_attachments.append(model);
}
_resetStates = true;
}
// update the world space transforms for all joints
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i);
}
// update the attachment transforms and simulate them
for (int i = 0; i < _attachments.size(); i++) {
const FBXAttachment& attachment = geometry.attachments.at(i);
Model* model = _attachments.at(i);
glm::vec3 jointTranslation = _translation;
glm::quat jointRotation = _rotation;
getJointPosition(attachment.jointIndex, jointTranslation);
getJointRotation(attachment.jointIndex, jointRotation);
model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
model->setRotation(jointRotation * attachment.rotation);
model->setScale(_scale * attachment.scale);
model->simulate(deltaTime);
}
for (int i = 0; i < _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix;
}
int vertexCount = state.worldSpaceVertices.size();
if (vertexCount == 0) {
continue;
}
glm::vec3* destVertices = state.worldSpaceVertices.data();
glm::vec3* destVelocities = state.vertexVelocities.data();
glm::vec3* destNormals = state.worldSpaceNormals.data();
const glm::vec3* sourceVertices = mesh.vertices.constData();
if (!mesh.blendshapes.isEmpty()) {
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
// blend in each coefficient
for (int j = 0; j < _blendshapeCoefficients.size(); j++) {
float coefficient = _blendshapeCoefficients[j];
if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
continue;
}
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
for (const int* index = mesh.blendshapes[j].indices.constData(),
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) {
_blendedVertices[*index] += *vertex * coefficient;
}
}
sourceVertices = _blendedVertices.constData();
}
glm::mat4 transform;
if (mesh.clusters.size() > 1) {
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
// skin each vertex
const glm::vec4* clusterIndices = mesh.clusterIndices.constData();
const glm::vec4* clusterWeights = mesh.clusterWeights.constData();
for (int j = 0; j < vertexCount; j++) {
_blendedVertices[j] =
glm::vec3(state.clusterMatrices[clusterIndices[j][0]] *
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] +
glm::vec3(state.clusterMatrices[clusterIndices[j][1]] *
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] +
glm::vec3(state.clusterMatrices[clusterIndices[j][2]] *
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] +
glm::vec3(state.clusterMatrices[clusterIndices[j][3]] *
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3];
}
sourceVertices = _blendedVertices.constData();
} else {
transform = state.clusterMatrices[0];
}
if (_resetStates) {
for (int j = 0; j < vertexCount; j++) {
destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f));
destVelocities[j] = glm::vec3();
}
} else {
const float SPRINGINESS_MULTIPLIER = 200.0f;
const float DAMPING = 5.0f;
for (int j = 0; j < vertexCount; j++) {
destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) *
mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime;
destVertices[j] += destVelocities[j] * deltaTime;
}
}
for (int j = 0; j < vertexCount; j++) {
destNormals[j] = glm::vec3();
const glm::vec3& middle = destVertices[j];
for (QVarLengthArray<QPair<int, int>, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin();
connection != mesh.vertexConnections.at(j).constEnd(); connection++) {
destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle,
destVertices[connection->first] - middle));
}
}
}
_resetStates = false;
}
bool Model::render(float alpha) {
// render the attachments
foreach (Model* attachment, _attachments) {
attachment->render(alpha);
}
if (_meshStates.isEmpty()) {
return false;
}
// set up blended buffer ids on first render after load/simulate
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
if (_blendedVertexBufferIDs.isEmpty()) {
foreach (const FBXMesh& mesh, geometry.meshes) {
GLuint id = 0;
if (!mesh.blendshapes.isEmpty() || mesh.springiness > 0.0f) {
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3),
NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
_blendedVertexBufferIDs.append(id);
QVector<QSharedPointer<Texture> > dilated;
dilated.resize(mesh.parts.size());
_dilatedTextures.append(dilated);
}
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_COLOR_MATERIAL);
for (int i = 0; i < networkMeshes.size(); i++) {
const NetworkMesh& networkMesh = networkMeshes.at(i);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
const FBXMesh& mesh = geometry.meshes.at(i);
int vertexCount = mesh.vertices.size();
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
const MeshState& state = _meshStates.at(i);
if (state.worldSpaceVertices.isEmpty()) {
if (state.clusterMatrices.size() > 1) {
_skinProgram.bind();
glUniformMatrix4fvARB(_clusterMatricesLocation, state.clusterMatrices.size(), false,
(const float*)state.clusterMatrices.constData());
int offset = vertexCount * sizeof(glm::vec2) + (mesh.blendshapes.isEmpty() ?
vertexCount * 2 * sizeof(glm::vec3) : 0);
_skinProgram.setAttributeBuffer(_clusterIndicesLocation, GL_FLOAT, offset, 4);
_skinProgram.setAttributeBuffer(_clusterWeightsLocation, GL_FLOAT,
offset + vertexCount * sizeof(glm::vec4), 4);
_skinProgram.enableAttributeArray(_clusterIndicesLocation);
_skinProgram.enableAttributeArray(_clusterWeightsLocation);
} else {
glPushMatrix();
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
_program.bind();
}
} else {
_program.bind();
}
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3)));
} else {
glTexCoordPointer(2, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
if (!state.worldSpaceVertices.isEmpty()) {
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), state.worldSpaceVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), state.worldSpaceNormals.constData());
} else {
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
_blendedNormals.resize(_blendedVertices.size());
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
// blend in each coefficient
for (int j = 0; j < _blendshapeCoefficients.size(); j++) {
float coefficient = _blendshapeCoefficients[j];
if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
continue;
}
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
const glm::vec3* normal = mesh.blendshapes[j].normals.constData();
for (const int* index = mesh.blendshapes[j].indices.constData(),
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) {
_blendedVertices[*index] += *vertex * coefficient;
_blendedNormals[*index] += *normal * normalCoefficient;
}
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
}
}
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
qint64 offset = 0;
for (int j = 0; j < networkMesh.parts.size(); j++) {
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
const FBXMeshPart& part = mesh.parts.at(j);
// apply material properties
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
glm::vec4 specular = glm::vec4(part.specularColor, alpha);
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
Texture* texture = networkPart.diffuseTexture.data();
if (mesh.isEye) {
if (texture != NULL) {
texture = (_dilatedTextures[i][j] = static_cast<DilatableNetworkTexture*>(texture)->getDilatedTexture(
_pupilDilation)).data();
}
}
glBindTexture(GL_TEXTURE_2D, texture == NULL ? Application::getInstance()->getTextureCache()->getWhiteTextureID() :
texture->getID());
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
offset += part.quadIndices.size() * sizeof(int);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
GL_UNSIGNED_INT, (void*)offset);
offset += part.triangleIndices.size() * sizeof(int);
}
if (state.worldSpaceVertices.isEmpty()) {
if (state.clusterMatrices.size() > 1) {
_skinProgram.disableAttributeArray(_clusterIndicesLocation);
_skinProgram.disableAttributeArray(_clusterWeightsLocation);
_skinProgram.release();
} else {
glPopMatrix();
_program.release();
}
} else {
_program.release();
}
}
// deactivate vertex arrays after drawing
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// bind with 0 to switch back to normal operation
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// restore all the default material settings
Application::getInstance()->setupWorldLight(*Application::getInstance()->getCamera());
return true;
}
bool Model::getHeadPosition(glm::vec3& headPosition) const {
return isActive() && getJointPosition(_geometry->getFBXGeometry().headJointIndex, headPosition);
}
bool Model::getNeckPosition(glm::vec3& neckPosition) const {
return isActive() && getJointPosition(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
}
bool Model::getNeckRotation(glm::quat& neckRotation) const {
return isActive() && getJointRotation(_geometry->getFBXGeometry().neckJointIndex, neckRotation);
}
bool Model::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
if (!isActive()) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
return getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPosition(geometry.rightEyeJointIndex, secondEyePosition);
}
void Model::setURL(const QUrl& url) {
// don't recreate the geometry if it's the same URL
if (_url == url) {
return;
}
_url = url;
// delete our local geometry and custom textures
deleteGeometry();
_dilatedTextures.clear();
_geometry = Application::getInstance()->getGeometryCache()->getGeometry(url);
}
glm::vec4 Model::computeAverageColor() const {
return _geometry ? _geometry->computeAverageColor() : glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
void Model::updateJointState(int index) {
JointState& state = _jointStates[index];
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const FBXJoint& joint = geometry.joints.at(index);
if (joint.parentIndex == -1) {
glm::mat4 baseTransform = glm::translate(_translation) * glm::mat4_cast(_rotation) *
glm::scale(_scale) * glm::translate(_offset);
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
state.transform = baseTransform * geometry.offset * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state.combinedRotation = _rotation * combinedRotation;
} else {
const JointState& parentState = _jointStates.at(joint.parentIndex);
if (index == geometry.leanJointIndex) {
maybeUpdateLeanRotation(parentState, joint, state);
} else if (index == geometry.neckJointIndex) {
maybeUpdateNeckRotation(parentState, joint, state);
} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
maybeUpdateEyeRotation(parentState, joint, state);
}
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
state.transform = parentState.transform * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state.combinedRotation = parentState.combinedRotation * combinedRotation;
}
}
void Model::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// nothing by default
}
void Model::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// nothing by default
}
void Model::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// nothing by default
}
bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
position = extractTranslation(_jointStates[jointIndex].transform);
return true;
}
bool Model::getJointRotation(int jointIndex, glm::quat& rotation) const {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
rotation = _jointStates[jointIndex].combinedRotation *
_geometry->getFBXGeometry().joints[jointIndex].inverseBindRotation;
return true;
}
void Model::deleteGeometry() {
foreach (Model* attachment, _attachments) {
delete attachment;
}
_attachments.clear();
foreach (GLuint id, _blendedVertexBufferIDs) {
glDeleteBuffers(1, &id);
}
_blendedVertexBufferIDs.clear();
_jointStates.clear();
_meshStates.clear();
}