From e72d3e05d7e463fe2950cf25b0de5999a5d771ba Mon Sep 17 00:00:00 2001 From: Joey de Vries Date: Sun, 7 Feb 2021 19:13:14 +0100 Subject: [PATCH] Include cpp skeletal animation tutorial file. --- .../skeletal_animation/skeletal_animation.cpp | 203 ++++++++++++++++++ 1 file changed, 203 insertions(+) create mode 100644 src/8.guest/2020/skeletal_animation/skeletal_animation.cpp diff --git a/src/8.guest/2020/skeletal_animation/skeletal_animation.cpp b/src/8.guest/2020/skeletal_animation/skeletal_animation.cpp new file mode 100644 index 0000000..b90ea30 --- /dev/null +++ b/src/8.guest/2020/skeletal_animation/skeletal_animation.cpp @@ -0,0 +1,203 @@ +#include +#include + +#include +#include +#include + +#include +#include +#include +#include +#include + + + +#include + + +void framebuffer_size_callback(GLFWwindow* window, int width, int height); +void mouse_callback(GLFWwindow* window, double xpos, double ypos); +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); +void processInput(GLFWwindow* window); + +// settings +const unsigned int SCR_WIDTH = 800; +const unsigned int SCR_HEIGHT = 600; + +// camera +Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); +float lastX = SCR_WIDTH / 2.0f; +float lastY = SCR_HEIGHT / 2.0f; +bool firstMouse = true; + +// timing +float deltaTime = 0.0f; +float lastFrame = 0.0f; + +int main() +{ + // glfw: initialize and configure + // ------------------------------ + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#endif + + // glfw window creation + // -------------------- + GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); + if (window == NULL) + { + std::cout << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return -1; + } + glfwMakeContextCurrent(window); + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + glfwSetCursorPosCallback(window, mouse_callback); + glfwSetScrollCallback(window, scroll_callback); + + // tell GLFW to capture our mouse + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // glad: load all OpenGL function pointers + // --------------------------------------- + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) + { + std::cout << "Failed to initialize GLAD" << std::endl; + return -1; + } + + // tell stb_image.h to flip loaded texture's on the y-axis (before loading model). + stbi_set_flip_vertically_on_load(true); + + // configure global opengl state + // ----------------------------- + glEnable(GL_DEPTH_TEST); + + // build and compile shaders + // ------------------------- + Shader ourShader("anim_model_vs.glsl", "anim_model_fs.glsl"); + + + // load models + // ----------- + Model ourModel(FileSystem::getPath("resources/objects/vampire/dancing_vampire.dae")); + Animation danceAnimation(FileSystem::getPath("resources/objects/vampire/dancing_vampire.dae"),&ourModel); + Animator animator(&danceAnimation); + + + // draw in wireframe + //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + + // render loop + // ----------- + while (!glfwWindowShouldClose(window)) + { + // per-frame time logic + // -------------------- + float currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + + // input + // ----- + processInput(window); + animator.UpdateAnimation(deltaTime); + + // render + // ------ + glClearColor(0.05f, 0.05f, 0.05f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // don't forget to enable shader before setting uniforms + ourShader.use(); + + // view/projection transformations + glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); + glm::mat4 view = camera.GetViewMatrix(); + ourShader.setMat4("projection", projection); + ourShader.setMat4("view", view); + + auto transforms = animator.GetPoseTransforms(); + for (int i = 0; i < transforms.size(); ++i) + ourShader.setMat4("finalBonesTransformations[" + std::to_string(i) + "]", transforms[i]); + + + // render the loaded model + glm::mat4 model = glm::mat4(1.0f); + model = glm::translate(model, glm::vec3(0.0f, -0.4f, 0.0f)); // translate it down so it's at the center of the scene + model = glm::scale(model, glm::vec3(.5f, .5f, .5f)); // it's a bit too big for our scene, so scale it down + ourShader.setMat4("model", model); + ourModel.Draw(ourShader); + + + // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) + // ------------------------------------------------------------------------------- + glfwSwapBuffers(window); + glfwPollEvents(); + } + + // glfw: terminate, clearing all previously allocated GLFW resources. + // ------------------------------------------------------------------ + glfwTerminate(); + return 0; +} + +// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly +// --------------------------------------------------------------------------------------------------------- +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); + + if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) + camera.ProcessKeyboard(FORWARD, deltaTime); + if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) + camera.ProcessKeyboard(BACKWARD, deltaTime); + if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) + camera.ProcessKeyboard(LEFT, deltaTime); + if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) + camera.ProcessKeyboard(RIGHT, deltaTime); +} + +// glfw: whenever the window size changed (by OS or user resize) this callback function executes +// --------------------------------------------------------------------------------------------- +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + // make sure the viewport matches the new window dimensions; note that width and + // height will be significantly larger than specified on retina displays. + glViewport(0, 0, width, height); +} + +// glfw: whenever the mouse moves, this callback is called +// ------------------------------------------------------- +void mouse_callback(GLFWwindow* window, double xpos, double ypos) +{ + if (firstMouse) + { + lastX = xpos; + lastY = ypos; + firstMouse = false; + } + + float xoffset = xpos - lastX; + float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top + + lastX = xpos; + lastY = ypos; + + camera.ProcessMouseMovement(xoffset, yoffset); +} + +// glfw: whenever the mouse scroll wheel scrolls, this callback is called +// ---------------------------------------------------------------------- +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) +{ + camera.ProcessMouseScroll(yoffset); +}