summaryrefslogtreecommitdiff
path: root/examples/skinned_animation/ex_skinned_animation.c
blob: 7a44160e03488987797ccd8954d0ed801812b7ca (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
#include <assert.h>
#include <glfw3.h>

#include "camera.h"
#include "core.h"
#include "loaders.h"
#include "log.h"
#include "maths.h"
#include "maths_types.h"
#include "pbr.h"
#include "render.h"
#include "render_types.h"

int main() {
  double currentFrame = glfwGetTime();
  double lastFrame = currentFrame;
  double deltaTime;

  Core_Bringup("Skinned Animation", NULL);

  ModelHandle handle = ModelLoad_gltf("assets/models/gltf/SimpleSkin/glTF/SimpleSkin.gltf", false);
  Model* simple_skin = MODEL_GET(handle);

  RenderEnt_darray* rend_ents = RenderEnt_darray_new(1);

  // 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);
  Camera camera =
      Camera_Create(cam_pos, vec3_normalise(vec3_negate(cam_pos)), VEC3_Y, deg_to_rad(45.0));

  // 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 (!ShouldExit()) {
    Frame_Begin();

    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);

    // 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);

    // TODO: Drawing should still just use the PBR pipeline
    ModelExtractRenderEnts(rend_ents, handle, mat4_translation(vec3(0, -1, 0)), 0);

    // draw_skinned_model(&core->renderer, &game.camera, simple_skin, tf, &our_scene);
    Render_RenderEntities(rend_ents->data, rend_ents->len);

    RenderEnt_darray_clear(rend_ents);

    Frame_End();
  }

  INFO("Shutting down");

  return 0;
}