diff options
author | omnisci3nce <omniscient.oce@gmail.com> | 2024-04-27 13:08:03 +1000 |
---|---|---|
committer | omnisci3nce <omniscient.oce@gmail.com> | 2024-04-27 13:08:03 +1000 |
commit | 4cbc38b92edaa331fd0f6a077bbe7d7aebdb9ecf (patch) | |
tree | 753d23b07b09e3494e4cce594bd4b0f4710566f8 /examples | |
parent | d6837defc03e431517f6616ec8e49a8eb3643011 (diff) | |
parent | c7c33cd18e057bc826a0d31e1860b0ac396a00b6 (diff) |
Merge remote-tracking branch 'origin/cel-67-load-animation-data-from-gltf' into ral
Diffstat (limited to 'examples')
-rw-r--r-- | examples/example_scene.h | 31 | ||||
-rw-r--r-- | examples/gltf_loading/ex_gltf_loading.c | 4 | ||||
-rw-r--r-- | examples/input/ex_input.c | 6 | ||||
-rw-r--r-- | examples/main_loop/ex_main_loop.c | 2 | ||||
-rw-r--r-- | examples/obj_loading/ex_obj_loading.c | 4 | ||||
-rw-r--r-- | examples/property_animation/ex_property_animation.c | 103 | ||||
-rw-r--r-- | examples/skinned_animation/ex_skinned_animation.c | 122 |
7 files changed, 268 insertions, 4 deletions
diff --git a/examples/example_scene.h b/examples/example_scene.h new file mode 100644 index 0000000..eb0be18 --- /dev/null +++ b/examples/example_scene.h @@ -0,0 +1,31 @@ +#pragma once +#include "render_types.h" + +const vec3 pointlight_positions[4] = { + { 0.7, 0.2, 2.0 }, + { 2.3, -3.3, -4.0 }, + { -4.0, 2.0, -12.0 }, + { 0.0, 0.0, -3.0 }, +}; +static point_light point_lights[4]; + +static scene make_default_scene() { + directional_light dir_light = { .direction = (vec3){ -0.2, -1.0, -0.3 }, + .ambient = (vec3){ 0.2, 0.2, 0.2 }, + .diffuse = (vec3){ 0.5, 0.5, 0.5 }, + .specular = (vec3){ 1.0, 1.0, 1.0 } }; + + for (int i = 0; i < 4; i++) { + point_lights[i].position = pointlight_positions[i]; + point_lights[i].ambient = (vec3){ 0.05, 0.05, 0.05 }; + point_lights[i].diffuse = (vec3){ 0.8, 0.8, 0.8 }; + point_lights[i].specular = (vec3){ 1.0, 1.0, 1.0 }; + point_lights[i].constant = 1.0; + point_lights[i].linear = 0.09; + point_lights[i].quadratic = 0.032; + } + + scene our_scene = { .dir_light = dir_light, .n_point_lights = 4 }; + memcpy(&our_scene.point_lights, &point_lights, sizeof(point_light[4])); + return our_scene; +}
\ No newline at end of file diff --git a/examples/gltf_loading/ex_gltf_loading.c b/examples/gltf_loading/ex_gltf_loading.c index 0c47fec..fa74ada 100644 --- a/examples/gltf_loading/ex_gltf_loading.c +++ b/examples/gltf_loading/ex_gltf_loading.c @@ -1,8 +1,10 @@ #include <glfw3.h> +#include "animation.h" #include "camera.h" #include "core.h" #include "loaders.h" +#include "log.h" #include "maths.h" #include "maths_types.h" #include "render.h" @@ -52,7 +54,7 @@ int main() { scene our_scene = { .dir_light = dir_light, .n_point_lights = 4 }; memcpy(&our_scene.point_lights, &point_lights, sizeof(point_light[4])); - while (!glfwWindowShouldClose(core->renderer.window)) { + while (!should_exit(core)) { currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c index 3101968..576b364 100644 --- a/examples/input/ex_input.c +++ b/examples/input/ex_input.c @@ -30,6 +30,10 @@ int main() { .first_mouse_update = true, }; + // load a texture + texture tex = texture_data_load("assets/models/obj/cube/container.jpg", false); + texture_data_upload(&tex); + printf("Starting look direction: "); print_vec3(game.camera.front); @@ -65,7 +69,7 @@ int main() { mat4 model = mat4_translation(VEC3_ZERO); - gfx_backend_draw_frame(&core->renderer, &game.camera, model); + gfx_backend_draw_frame(&core->renderer, &game.camera, model, &tex); render_frame_end(&core->renderer); } diff --git a/examples/main_loop/ex_main_loop.c b/examples/main_loop/ex_main_loop.c index 31514bf..8819f7c 100644 --- a/examples/main_loop/ex_main_loop.c +++ b/examples/main_loop/ex_main_loop.c @@ -22,7 +22,7 @@ int main() { x += 0.01; mat4 model = mat4_translation(vec3(x, 0, 0)); - gfx_backend_draw_frame(&core->renderer, &camera, model); + gfx_backend_draw_frame(&core->renderer, &camera, model, NULL); // insert work here diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c index e225cb2..906816b 100644 --- a/examples/obj_loading/ex_obj_loading.c +++ b/examples/obj_loading/ex_obj_loading.c @@ -1,3 +1,4 @@ +#include <assert.h> #include <glfw3.h> #include <string.h> @@ -25,6 +26,7 @@ int main() { model_handle backpack_handle = model_load_obj(core, "assets/models/obj/backpack/backpack.obj", true); model* backpack = &core->models->data[backpack_handle.raw]; + assert(backpack->meshes->data->is_skinned == false); // 2. upload vertex data to gpu model_upload_meshes(&core->renderer, backpack); // 3. create a camera @@ -53,7 +55,7 @@ int main() { memcpy(&our_scene.point_lights, &point_lights, sizeof(point_light[4])); // --- Enter Main loop - while (!glfwWindowShouldClose(core->renderer.window)) { + while (!should_exit(core)) { input_update(&core->input); threadpool_process_results(&core->threadpool, 1); diff --git a/examples/property_animation/ex_property_animation.c b/examples/property_animation/ex_property_animation.c new file mode 100644 index 0000000..c548db4 --- /dev/null +++ b/examples/property_animation/ex_property_animation.c @@ -0,0 +1,103 @@ +#include <glfw3.h> + +#include "../example_scene.h" +#include "animation.h" +#include "camera.h" +#include "core.h" +#include "input.h" +#include "keys.h" +#include "log.h" +#include "maths.h" +#include "maths_types.h" +#include "primitives.h" +#include "render.h" +#include "render_backend.h" +#include "render_types.h" + +typedef struct game_state { + camera camera; + vec3 camera_euler; + bool first_mouse_update; // so the camera doesnt lurch when you run the first + // process_camera_rotation +} game_state; + +void update_camera_rotation(input_state* input, game_state* game, camera* cam); + +int main() { + double currentFrame = glfwGetTime(); + double lastFrame = currentFrame; + double deltaTime; + + core* core = core_bringup(); + + model_handle animated_cube_handle = + model_load_gltf(core, "assets/models/gltf/AnimatedCube/glTF/AnimatedCube.gltf", false); + model* cube = &core->models->data[animated_cube_handle.raw]; + model_upload_meshes(&core->renderer, cube); + + scene our_scene = make_default_scene(); + + vec3 cam_pos = vec3_create(5, 5, 5); + game_state game = { + .camera = camera_create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0)), + .camera_euler = vec3_create(90, 0, 0), + .first_mouse_update = true, + }; + + print_vec3(game.camera.front); + + // Main loop + const f32 camera_lateral_speed = 0.2; + const f32 camera_zoom_speed = 0.15; + + // animation + animation_clip track = cube->animations->data[0]; + f64 total_time = 0.0; + + while (!should_exit(core)) { + input_update(&core->input); + + currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + total_time += deltaTime; + printf("delta time %f\n", deltaTime); + f64 t = fmod(total_time, 1.0); + INFO("Total time: %f", t); + + vec3 translation = VEC3_ZERO; + if (key_is_pressed(KEYCODE_W) || key_is_pressed(KEYCODE_KEY_UP)) { + translation = vec3_mult(game.camera.front, camera_zoom_speed); + } else if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) { + translation = vec3_mult(game.camera.front, -camera_zoom_speed); + } else if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) { + vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); + translation = vec3_mult(lateral, -camera_lateral_speed); + } else if (key_is_pressed(KEYCODE_D) || key_is_pressed(KEYCODE_KEY_RIGHT)) { + vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); + translation = vec3_mult(lateral, camera_lateral_speed); + } + game.camera.position = vec3_add(game.camera.position, translation); + + // UNUSED: threadpool_process_results(&core->threadpool, 1); + + render_frame_begin(&core->renderer); + + quat rot = animation_sample(track.rotation, t).rotation; + // quat rot = quat_ident(); + transform tf = transform_create(VEC3_ZERO, rot, 1.0); + mat4 model_tf = transform_to_mat(&tf); + draw_model(&core->renderer, &game.camera, cube, &model_tf, &our_scene); + + // gfx_backend_draw_frame(&core->renderer, &game.camera, model, NULL); + + render_frame_end(&core->renderer); + } + + INFO("Shutting down"); + model_destroy(cube); + + core_shutdown(core); + + return 0; +} diff --git a/examples/skinned_animation/ex_skinned_animation.c b/examples/skinned_animation/ex_skinned_animation.c new file mode 100644 index 0000000..c31e93c --- /dev/null +++ b/examples/skinned_animation/ex_skinned_animation.c @@ -0,0 +1,122 @@ +#include <assert.h> +#include <glfw3.h> + +#include "../example_scene.h" +#include "animation.h" +#include "camera.h" +#include "core.h" +#include "input.h" +#include "keys.h" +#include "log.h" +#include "maths.h" +#include "maths_types.h" +#include "primitives.h" +#include "render.h" +#include "render_backend.h" +#include "render_types.h" + +typedef struct game_state { + camera camera; + vec3 camera_euler; + bool first_mouse_update; // so the camera doesnt lurch when you run the first + // process_camera_rotation +} game_state; + +void update_camera_rotation(input_state* input, game_state* game, camera* cam); + +int main() { + double currentFrame = glfwGetTime(); + double lastFrame = currentFrame; + double deltaTime; + + core* core = core_bringup(); + + model_handle handle = + model_load_gltf(core, "assets/models/gltf/SimpleSkin/glTF/SimpleSkin.gltf", false); + + model* simple_skin = &core->models->data[handle.raw]; + + // Okay, right here we've loaded the model. let's assert some facts + assert(simple_skin->animations->len == 1); + assert(simple_skin->animations->data[0].rotation != NULL); + assert(simple_skin->animations->data[0].translation == NULL); + assert(simple_skin->animations->data[0].scale == NULL); + + mesh* m = &simple_skin->meshes->data[0]; + assert(m->is_skinned); + assert(m->bones->len == 2); // 1 root and 1 extra joint + + // assert(false); + + model_upload_meshes(&core->renderer, simple_skin); + + scene our_scene = make_default_scene(); + + vec3 cam_pos = vec3_create(0, 5, -8); + game_state game = { + .camera = camera_create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0)), + .camera_euler = vec3_create(90, 0, 0), + .first_mouse_update = true, + }; + + print_vec3(game.camera.front); + + // Main loop + const f32 camera_lateral_speed = 0.2; + const f32 camera_zoom_speed = 0.10; + + // animation + animation_clip track = simple_skin->animations->data[0]; + f64 total_time = 0.0; + + while (!should_exit(core)) { + input_update(&core->input); + + currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + total_time += deltaTime; + // printf("delta time %f\n", deltaTime); + f64 t = fmod(total_time, track.rotation->max); + // INFO("Total time: %f", t); + + vec3 translation = VEC3_ZERO; + if (key_is_pressed(KEYCODE_W)) { + translation = vec3_mult(game.camera.front, camera_zoom_speed); + } else if (key_is_pressed(KEYCODE_KEY_UP)) { + translation = vec3_mult(game.camera.up, camera_lateral_speed); + } else if (key_is_pressed(KEYCODE_KEY_DOWN)) { + translation = vec3_mult(game.camera.up, -camera_lateral_speed); + } else if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) { + translation = vec3_mult(game.camera.front, -camera_zoom_speed); + } else if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) { + vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); + translation = vec3_mult(lateral, -camera_lateral_speed); + } else if (key_is_pressed(KEYCODE_D) || key_is_pressed(KEYCODE_KEY_RIGHT)) { + vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); + translation = vec3_mult(lateral, camera_lateral_speed); + } + game.camera.position = vec3_add(game.camera.position, translation); + + render_frame_begin(&core->renderer); + + // bone rotation + quat rot = animation_sample(track.rotation, t).rotation; + + m->bones->data[1].transform_components.rotation = rot; + + // quat rot = quat_ident(); + transform tf = transform_create(VEC3_ZERO, quat_ident(), 1.0); + + draw_skinned_model(&core->renderer, &game.camera, simple_skin, tf, &our_scene); + + render_frame_end(&core->renderer); + } + + INFO("Shutting down"); + model_destroy(simple_skin); + + core_shutdown(core); + + return 0; +} |