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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2013/07/14)
#include "MorphControllers.h"
WM5_WINDOW_APPLICATION(MorphControllers);
//----------------------------------------------------------------------------
MorphControllers::MorphControllers ()
:
WindowApplication3("SampleGraphics/MorphControllers", 0, 0, 640, 480,
Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
Environment::InsertDirectory(ThePath + "Data/");
mBaseTime = -1.0;
mCurrTime = -1.0;
mXPick = -1;
mYPick = -1;
sprintf(mPickMessage, "no selection");
mPickPending = false;
mCurrentFace = -1;
}
//----------------------------------------------------------------------------
bool MorphControllers::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
APoint camPosition(0.0f, 0.0f, 0.0f);
AVector camDVector(1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 1.0f, 0.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of objects.
mScene->Update();
// The face is force culled, so there is no point in computing the visible
// set at this time.
mCuller.SetCamera(mCamera);
InitializeCameraMotion(0.1f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void MorphControllers::OnTerminate ()
{
mPicker.Records.clear();
mScene = 0;
mWireState = 0;
mFace = 0;
mMaterial = 0;
mLight = 0;
mIBuffer = 0;
mEffect = 0;
for (int i = 0; i < TARGET_QUANTITY; ++i)
{
mTarget[i] = 0;
}
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void MorphControllers::OnIdle ()
{
MeasureTime();
MoveCamera();
MoveObject();
// Update the morph animation.
if (mBaseTime == -1.0)
{
mBaseTime = GetTimeInSeconds();
mCurrTime = mBaseTime;
}
else
{
mCurrTime = GetTimeInSeconds();
}
mScene->Update(mCurrTime - mBaseTime);
mCuller.ComputeVisibleSet(mScene);
// The normals are duplicated to texture coordinates to avoid the AMD
// lighting problems due to use of pre-OpenGL2.x extensions. We could
// also derive a class from MorphController and override its Update(...)
// function to do this.
VertexBufferAccessor vba(mFace);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
vba.TCoord<Vector3f>(1, i) = vba.Normal<Vector3f>(i);
}
mRenderer->Update(mFace->GetVertexBuffer());
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
// Support for camera picking.
APoint pos;
AVector dir;
bool pickingAttempted = false;
// Draw the 5 targets in the upper half of the screen.
int width = mRenderer->GetWidth();
int height = mRenderer->GetHeight();
int viewX, viewY, viewW, viewH;
for (int i = 0; i < TARGET_QUANTITY; ++i)
{
viewX = (int)(0.2f*i*width);
viewY = (int)(0.8f*height);
viewW = (int)(0.2f*width);
viewH = (int)(0.2f*height);
mRenderer->SetViewport(viewX, viewY, viewW, viewH);
mTarget[i]->Culling = Spatial::CULL_DYNAMIC;
mCuller.ComputeVisibleSet(mScene);
mRenderer->Draw(mCuller.GetVisibleSet());
mTarget[i]->Culling = Spatial::CULL_ALWAYS;
if (mPickPending)
{
if (mRenderer->GetPickRay(mXPick, mYPick, pos, dir))
{
mPickPending = false;
pickingAttempted = true;
mPicker.Execute(mScene, pos, dir, 0.0f, Mathf::MAX_REAL);
if (mPicker.Records.size() > 0)
{
sprintf(mPickMessage, "target %d", i);
}
}
}
}
// Draw the animated face in the lower half of the screen.
viewX = (int)(0.1f*width);
viewY = 0;
viewW = (int)(0.8f*width);
viewH = (int)(0.8f*height);
mRenderer->SetViewport(viewX, viewY, viewW, viewH);
mFace->Culling = Spatial::CULL_DYNAMIC;
mCuller.ComputeVisibleSet(mScene);
mRenderer->Draw(mCuller.GetVisibleSet());
mFace->Culling = Spatial::CULL_ALWAYS;
if (mPickPending)
{
if (mRenderer->GetPickRay(mXPick, mYPick, pos, dir))
{
mPickPending = false;
pickingAttempted = true;
mPicker.Execute(mScene, pos, dir, 0.0f, Mathf::MAX_REAL);
if (mPicker.Records.size() > 0)
{
sprintf(mPickMessage, "morphed");
}
}
}
if (pickingAttempted && mPicker.Records.size() == 0)
{
sprintf(mPickMessage, "no selection");
}
mRenderer->SetViewport(0, 0, width, height);
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->Draw(320, GetHeight()-8, mTextColor, mPickMessage);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool MorphControllers::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w':
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
case ' ':
++mCurrentFace;
if (mCurrentFace == 0)
{
mFace->Culling = Spatial::CULL_ALWAYS;
mTarget[0]->Culling = Spatial::CULL_DYNAMIC;
}
else if (mCurrentFace == TARGET_QUANTITY)
{
mTarget[mCurrentFace-1]->Culling = Spatial::CULL_ALWAYS;
mFace->Culling = Spatial::CULL_DYNAMIC;
mCurrentFace = -1;
}
else
{
mTarget[mCurrentFace-1]->Culling = Spatial::CULL_ALWAYS;
mTarget[mCurrentFace]->Culling = Spatial::CULL_DYNAMIC;
}
return true;
}
return false;
}
//----------------------------------------------------------------------------
bool MorphControllers::OnMouseClick (int button, int state, int x,
int y, unsigned int)
{
if (state != MOUSE_DOWN || button != MOUSE_LEFT_BUTTON)
{
return false;
}
mXPick = x;
mYPick = GetHeight() - 1 - y;
mPickPending = true;
return true;
}
//----------------------------------------------------------------------------
void MorphControllers::CreateScene ()
{
// Set up scene. The transformations are selected using prior knowledge
// of the input data sets.
mScene = new0 Node();
APoint translate(250.0f, 0.0f, 0.0f);
HMatrix rotate(
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
mScene->LocalTransform.SetRotate(rotate);
mScene->LocalTransform.SetTranslate(translate);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
mMaterial = new0 Material();
mMaterial->Emissive = Float4(0.0f, 0.0f, 0.0f, 1.0f);
mMaterial->Ambient = Float4(0.5f, 0.5f, 0.5f, 1.0f);
mMaterial->Diffuse = Float4(0.99607f, 0.83920f, 0.67059f, 1.0f);
mMaterial->Specular = Float4(0.8f, 0.8f, 0.8f, 0.0f);
mLight = new0 Light(Light::LT_DIRECTIONAL);
mLight->Ambient = Float4(0.25f, 0.25f, 0.25f, 1.0f);
mLight->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
mLight->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);
mLight->Constant = 0.0f;
mLight->Linear = 0.0f;
mLight->Quadratic = 0.0f;
mLight->Intensity = 1.0f;
mLight->DVector = mCamera->GetDVector();
LoadTargets();
CreateFace();
CreateController();
// Attach the face to the scene. Also attach the targets so we can
// display them above the animated face.
mFace->Culling = Spatial::CULL_ALWAYS;
mScene->AttachChild(mFace);
for (int i = 0; i < TARGET_QUANTITY; ++i)
{
mTarget[i]->Culling = Spatial::CULL_ALWAYS;
mScene->AttachChild(mTarget[i]);
}
}
//----------------------------------------------------------------------------
void MorphControllers::LoadTargets ()
{
// Create triangle meshes for the targets just for the purposes of this
// application. The targets will be displayed directly above the animated
// face.
// Load triangle indices.
std::string path = Environment::GetPathR("FaceIndices.raw");
FileIO inFile(path, FileIO::FM_DEFAULT_READ);
int numTriangles;
inFile.Read(sizeof(int), &numTriangles);
mIBuffer = new0 IndexBuffer(3*numTriangles, sizeof(int));
int* indices = (int*)mIBuffer->GetData();
int i;
for (i = 0; i < numTriangles; ++i, indices += 3)
{
inFile.Read(sizeof(int), 3, indices);
}
inFile.Close();
// Create a per-vertex light effect to be used by the targets.
mEffect = new0 LightDirPerVerEffect();
// Load the targets. Create triangle meshes for each of the targets just
// for the purposes of this application. Normally target0 and the
// differences between the other targets and target0 are stored only in
// the controller. The normals are duplicated to texture coordinates to
// avoid the AMD lighting problems due to use of pre-OpenGL2.x extensions.
VertexFormat* vformat = VertexFormat::Create(3,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_NORMAL, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT3, 1);
int vstride = vformat->GetStride();
for (int j = 0; j < TARGET_QUANTITY; ++j)
{
char filename[64];
sprintf(filename, "FaceTarget%d.raw", j);
path = Environment::GetPathR(filename);
inFile.Open(path, FileIO::FM_DEFAULT_READ);
int numVertices;
inFile.Read(sizeof(int), &numVertices);
VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
for (i = 0; i < numVertices; ++i)
{
Vector3f position;
inFile.Read(sizeof(float), 3, &position);
vba.Position<Vector3f>(i) = position;
}
inFile.Close();
mTarget[j] = new0 TriMesh(vformat, vbuffer, mIBuffer);
mTarget[j]->SetName(filename);
mTarget[j]->UpdateModelSpace(Visual::GU_NORMALS);
for (i = 0; i < numVertices; ++i)
{
vba.TCoord<Vector3f>(1, i) = vba.Normal<Vector3f>(i);
}
mRenderer->Update(mTarget[j]->GetVertexBuffer());
mTarget[j]->SetEffectInstance(mEffect->CreateInstance(mLight,
mMaterial));
}
}
//----------------------------------------------------------------------------
void MorphControllers::CreateFace ()
{
// This is the triangle mesh that will be controlled. Make a copy of the
// vertices but share the vertex format and connectivity.
VertexBuffer* trgVBuffer = mTarget[0]->GetVertexBuffer();
VertexFormat* vformat = mTarget[0]->GetVertexFormat();
IndexBuffer* ibuffer = mTarget[0]->GetIndexBuffer();
VertexBuffer* vbuffer = new0 VertexBuffer(trgVBuffer->GetNumElements(),
vformat->GetStride());
memcpy(vbuffer->GetData(), trgVBuffer->GetData(),
trgVBuffer->GetNumBytes());
mFace = new0 TriMesh(vformat, vbuffer, ibuffer);
mFace->UpdateModelSpace(Visual::GU_NORMALS);
VertexBufferAccessor vba(mFace);
for (int i = 0; i < vba.GetNumVertices(); ++i)
{
vba.TCoord<Vector3f>(1, i) = vba.Normal<Vector3f>(i);
}
mRenderer->Update(mFace->GetVertexBuffer());
#if 0
// For regenerating the face WMOF whenever the engine streaming changes.
OutStream target;
target.Insert(mFace);
target.Save("FacePN.wmof");
#endif
mFace->SetName("original");
mFace->SetEffectInstance(mEffect->CreateInstance(mLight, mMaterial));
}
//----------------------------------------------------------------------------
void MorphControllers::CreateController ()
{
// Create the controller. The parameters set here are known information
// about the model.
VertexBufferAccessor vba(mFace);
int numVertices = vba.GetNumVertices();
MorphController* ctrl = new0 MorphController(numVertices,
TARGET_QUANTITY, KEY_QUANTITY);
ctrl->Repeat = Controller::RT_WRAP;
ctrl->MinTime = 0.0;
ctrl->MaxTime = 16000.0;
ctrl->Phase = 0.0;
ctrl->Frequency = 4800.0;
// Target 0 is the base mesh.
APoint* base = ctrl->GetBaseVertices();
int i;
for (i = 0; i < numVertices; ++i)
{
base[i] = vba.Position<Float3>(i);
}
// The remaining targets are stored as differences from the base.
for (int target = 1; target < TARGET_QUANTITY; ++target)
{
VertexBufferAccessor vgatarget(mTarget[target]);
AVector* delta = ctrl->GetDeltaVertices(target);
for (i = 0; i < numVertices; ++i)
{
APoint pos = vgatarget.Position<Float3>(i);
delta[i] = pos - base[i];
}
}
// Load the keys.
float* times = ctrl->GetTimes();
for (int key = 0; key < KEY_QUANTITY; ++key)
{
char filename[64];
sprintf(filename, "FaceKey%d.raw", key);
std::string path = Environment::GetPathR(filename);
FileIO inFile(path, FileIO::FM_DEFAULT_READ);
int numTargets;
inFile.Read(sizeof(int), &numTargets);
inFile.Read(sizeof(float), ×[key]);
// Discard the first weight. It is not needed because of the choice
// to use base_target + difference_targets.
float weight0;
inFile.Read(sizeof(float), &weight0);
float* weights = ctrl->GetWeights(key);
inFile.Read(sizeof(float), numTargets-1, weights);
inFile.Close();
}
mFace->AttachController(ctrl);
}
//----------------------------------------------------------------------------
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