From a795a5b88f6220c0c4cd8de0e37970b799957d43 Mon Sep 17 00:00:00 2001 From: stojce Date: Tue, 8 Oct 2013 18:23:51 +0200 Subject: [PATCH] #19435 - Remove 'Perlin Face' option from menus and code --- interface/src/Menu.cpp | 1 - interface/src/Menu.h | 1 - interface/src/avatar/Head.cpp | 23 +- interface/src/avatar/Head.h | 3 - interface/src/avatar/PerlinFace.cpp | 680 ---------------------------- interface/src/avatar/PerlinFace.h | 81 ---- 6 files changed, 9 insertions(+), 780 deletions(-) delete mode 100644 interface/src/avatar/PerlinFace.cpp delete mode 100644 interface/src/avatar/PerlinFace.h diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 8b92448e71..ed2ce0e505 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -271,7 +271,6 @@ Menu::Menu() : &appInstance->getAvatar()->getHead().getFace(), SLOT(cycleRenderMode())); - addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::UsePerlinFace, 0, false); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, true); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtIndicator, 0, true); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, diff --git a/interface/src/Menu.h b/interface/src/Menu.h index f54d3767a1..e4e2b0c496 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -204,7 +204,6 @@ namespace MenuOption { const QString TestRaveGlove = "Test Rave Glove"; const QString TreeStats = "Calculate Tree Stats"; const QString TransmitterDrive = "Transmitter Drive"; - const QString UsePerlinFace = "Use Perlin's Face"; const QString Quit = "Quit"; const QString UseVoxelShader = "Use Voxel Shader"; const QString VoxelsAsPoints = "Draw Voxels as Points"; diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index e54d2fb18c..cfd21d85ff 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -86,7 +86,6 @@ Head::Head(Avatar* owningAvatar) : _cameraFollowsHead(false), _cameraFollowHeadRate(0.0f), _face(this), - _perlinFace(this), _blendFace(this) { if (USING_PHYSICAL_MOHAWK) { @@ -287,20 +286,16 @@ void Head::render(float alpha, bool isMine) { glEnable(GL_DEPTH_TEST); glEnable(GL_RESCALE_NORMAL); - - if (Menu::getInstance()->isOptionChecked(MenuOption::UsePerlinFace) && isMine) { - _perlinFace.render(); - } else { - renderMohawk(); - renderHeadSphere(); - renderEyeBalls(); - renderEars(); - renderMouth(); - renderNose(); - renderEyeBrows(); - } - } + renderMohawk(); + renderHeadSphere(); + renderEyeBalls(); + renderEars(); + renderMouth(); + renderNose(); + renderEyeBrows(); + } + if (_renderLookatVectors) { glm::vec3 firstEyePosition = _leftEyePosition; glm::vec3 secondEyePosition = _rightEyePosition; diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 38574fa430..02fe9d433d 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -21,7 +21,6 @@ #include "BlendFace.h" #include "Face.h" #include "InterfaceConfig.h" -#include "PerlinFace.h" #include "world.h" #include "devices/SerialInterface.h" #include "renderer/TextureCache.h" @@ -136,7 +135,6 @@ private: bool _cameraFollowsHead; float _cameraFollowHeadRate; Face _face; - PerlinFace _perlinFace; BlendFace _blendFace; QSharedPointer _dilatedIrisTexture; @@ -158,7 +156,6 @@ private: void resetHairPhysics(); void updateHairPhysics(float deltaTime); - friend class PerlinFace; }; #endif diff --git a/interface/src/avatar/PerlinFace.cpp b/interface/src/avatar/PerlinFace.cpp deleted file mode 100644 index fe041920bf..0000000000 --- a/interface/src/avatar/PerlinFace.cpp +++ /dev/null @@ -1,680 +0,0 @@ -// -// 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(); - _owningHead->_dilatedIrisTexture = Head::_irisTexture->getDilatedTexture(_owningHead->_pupilDilation); - glBindTexture(GL_TEXTURE_2D, _owningHead->_dilatedIrisTexture->getID()); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - - 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 -} diff --git a/interface/src/avatar/PerlinFace.h b/interface/src/avatar/PerlinFace.h deleted file mode 100644 index 32492c98e2..0000000000 --- a/interface/src/avatar/PerlinFace.h +++ /dev/null @@ -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 -#include - -#include -#include "InterfaceConfig.h" - -class Head; - -class PerlinFace { -public: - PerlinFace(Head* owningHead); - ~PerlinFace(); - - void update(); - void render(); - -private: - void init(); - - void updatePositions(); - void updateVertices(); - - void addTriangles(int vertexID1, int vertexID2, int vertexID3, GLubyte r, GLubyte g, GLubyte b); - void addJunction(int vertexID1, int vertexID2, GLubyte r, GLubyte g, GLubyte b); - void addVertex(GLubyte r, GLubyte g, GLubyte b, int vertexID, glm::vec3 normal); - - glm::vec3 getVec3(int vertexID); - - Head* _owningHead; - - bool _initialized; - - int _vertexNumber; - int _trianglesCount; - - static glm::vec3* _vertices; - glm::vec3* _oldNormals; - glm::vec3* _newNormals; - - static GLfloat* _triangles; - static GLfloat* _normals; - static GLubyte* _colors; - - GLfloat* _trianglesPos; - GLfloat* _normalsPos; - GLubyte* _colorsPos; - - GLuint _vboID; - GLuint _nboID; - GLuint _cboID; - - float _browsD_L; - float _browsD_R; - float _browsU_C; - float _browsU_L; - float _browsU_R; - - float _mouthSize; - float _mouthSmileLeft; - float _mouthSmileRight; - - float _eyeBlink_L; - float _eyeBlink_R; - float _eyeOpen_L; - float _eyeOpen_R; - - friend void staticCleanup(); -}; - -#endif /* defined(__interface__Face__) */