2023-08-04 19:39:36 +00:00
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// anims demo: input, mesh, anim, render, fx, ui, instancing
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// - rlyeh, public domain.
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//
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// Compile with:
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// `make demos\03-anims.c` (windows)
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// `sh MAKE.bat demos/03-anims.c` (linux, osx)
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//
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// @todo: instanced poses, instanced render_bones
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// @todo: ik, modify bone transform (bone space)
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2023-08-10 22:14:08 +00:00
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#include "v4k.h"
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2023-08-04 19:39:36 +00:00
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2023-09-25 04:29:29 +00:00
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array(mat44) M; // instanced transforms
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2023-08-04 19:39:36 +00:00
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int main() {
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bool do_showaabb = 0;
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bool do_showbones = 0;
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bool do_showmodel = 1;
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bool do_showgizmo = 1;
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// 75% sized, MSAAx2
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window_create(75, WINDOW_MSAA2);
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window_title(__FILE__);
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camera_t cam = camera();
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skybox_t sky = skybox("cubemaps/stardust", 0);
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2023-09-25 04:29:29 +00:00
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model_t mdl = model("George.fbx", MODEL_RIMLIGHT); // kgirls01.fbx
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anims_t a = animations("George.fbx", 0); // kgirl/animlist.txt
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// 32*32 max instances
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int NUM_INSTANCES = 1;
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2024-08-19 09:20:23 +00:00
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array_resize(M, 128*128);
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for(int z = 0, i = 0; z < 128; ++z) {
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for(int x = 0; x < 128; ++x, ++i) {
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2023-09-27 06:49:59 +00:00
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vec3 pos = vec3(-x*3,0,-z*3);
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vec3 rot = vec3(0,-90,0); // kgirl: 0,0,0
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vec3 sca = vec3(1,1,1); // kgirl: 2,2,2
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compose44(M[i], pos, eulerq(rot), sca);
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2023-09-25 04:29:29 +00:00
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}
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}
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2023-08-04 19:39:36 +00:00
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2023-09-21 10:10:36 +00:00
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// shader_bind(mdl.program);
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// shader_vec3("u_rimcolor", vec3(0.12,0.23,0.34));
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// shader_vec3("u_rimrange", vec3(0.06,0.74,0.5));
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2023-08-04 19:39:36 +00:00
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// load all postfx files in all subdirs
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fx_load("fx**.fs");
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while( window_swap() && !input(KEY_ESC) ) {
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// fps camera
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if( input(GAMEPAD_CONNECTED) ) {
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vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
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vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
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vec2 mouse = scale2(vec2(filtered_rpad.x, filtered_rpad.y), 1.0f);
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vec3 wasdec = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f);
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2023-10-01 06:49:08 +00:00
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camera_moveby(&cam, wasdec);
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2023-08-04 19:39:36 +00:00
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camera_fps(&cam, mouse.x,mouse.y);
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window_cursor( true );
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} else {
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bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
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vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
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vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed);
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2023-10-01 06:49:08 +00:00
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camera_moveby(&cam, wasdecq);
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2023-08-04 19:39:36 +00:00
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camera_fps(&cam, mouse.x,mouse.y);
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window_cursor( !active );
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}
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// skeletal update
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static bool is_dragging_slider = 0;
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vec2i anim = vec2i( a.anims[ a.inuse ].from, a.anims[ a.inuse ].to );
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profile("Skeletal update") {
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float delta = window_delta() * 30 * a.speed * !is_dragging_slider; // 30fps anim timer
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if(!window_has_pause()) mdl.curframe = model_animate_clip(mdl, mdl.curframe + delta, anim.min, anim.max, a.anims[a.inuse].flags & ANIM_LOOP );
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}
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// render
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fx_begin();
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// Skybox
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profile("Skybox") {
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skybox_render(&sky, cam.proj, cam.view);
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}
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// ground
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ddraw_ground(0);
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ddraw_flush();
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// characters
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profile("Skeletal render") {
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2023-09-25 04:29:29 +00:00
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if( do_showmodel ) model_render_instanced(mdl, cam.proj, cam.view, M /*mdl.pivot*/, 0, NUM_INSTANCES);
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2023-08-04 19:39:36 +00:00
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2023-09-25 04:29:29 +00:00
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if( do_showbones ) model_render_skeleton(mdl, M[0] /*mdl.pivot*/);
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2023-08-04 19:39:36 +00:00
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if( do_showaabb ) {
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2023-09-25 04:29:29 +00:00
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aabb box = model_aabb(mdl, M[0] /*mdl.pivot*/);
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2023-08-04 19:39:36 +00:00
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ddraw_aabb(box.min, box.max);
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}
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if( do_showgizmo ) {
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2023-08-14 16:30:52 +00:00
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static vec3 p = {0,0,0}, r = {0,-90,0}, s = {1,1,1};
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2023-08-04 19:39:36 +00:00
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gizmo(&p, &r, &s);
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2023-09-07 09:40:43 +00:00
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compose44(mdl.pivot, p, eulerq(r), s);
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2023-08-04 19:39:36 +00:00
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}
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}
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2023-09-23 16:23:38 +00:00
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fx_end();
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2023-08-04 19:39:36 +00:00
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2023-10-01 06:49:08 +00:00
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if ( ui_panel("Rim lighting", 0) ) {
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static vec3 rimcolor = {0.2,0.2,0.2};
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static vec3 rimrange = {0.11,0.98,0.5};
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ui_color3f("Color", &rimcolor.x);
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ui_clampf("Low", &rimrange.x, 0, 1);
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ui_clampf("High", &rimrange.y, 0, 1);
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ui_clampf("Mix", &rimrange.z, 0, 1);
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// ui_vec
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shader_bind(mdl.program);
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shader_vec3("u_rimcolor", rimcolor);
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shader_vec3("u_rimrange", rimrange);
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ui_panel_end();
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}
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if( ui_panel("Animation", PANEL_OPEN) ) {
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2023-08-04 19:39:36 +00:00
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if( ui_bool("Show aabb", &do_showaabb) );
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if( ui_bool("Show bones", &do_showbones) );
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if( ui_bool("Show models", &do_showmodel) );
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if( ui_bool("Show gizmo", &do_showgizmo) );
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2023-09-25 04:29:29 +00:00
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ui_separator();
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if( ui_int("Instances", &NUM_INSTANCES)) NUM_INSTANCES = clampi(NUM_INSTANCES, 1, array_count(M));
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2023-08-04 19:39:36 +00:00
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ui_separator();
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ui_label(va("Anim %s [%d.. %.2f ..%d]", a.anims[ a.inuse ].name, anim.min, mdl.curframe, anim.max ));
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// normalize curframe into [0..1] range
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is_dragging_slider = 0;
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float range = (mdl.curframe - anim.min) / ((anim.max - anim.min) + !(anim.max - anim.min));
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if( ui_slider2("Frame", &range, va("%.2f/%d %02d%%", mdl.curframe - anim.min, anim.max - anim.min, (int)(range * 100.f))) ) {
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mdl.curframe = range * (anim.max - anim.min) + anim.min;
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is_dragging_slider = 1;
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}
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ui_slider2("Speed", &a.speed, va("x%.2f", a.speed));
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ui_separator();
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for( int i = 0; i < array_count(a.anims); ++i ) {
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bool selected = a.inuse == i;
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float progress = selected ? (mdl.curframe - anim.min) * 100.f / (anim.max - anim.min) : 0.f;
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const char *caption = va("%s%s%s %.2f%%", selected ? "*":"", a.anims[i].name, a.anims[i].flags & ANIM_LOOP ? " (Loop)":"", progress);
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int choice = ui_label2_toolbar(caption, va("%s %s %s", ICON_MD_REPLAY_CIRCLE_FILLED, a.inuse == i && a.speed <= 0 ? ICON_MD_NOT_STARTED : ICON_MD_PAUSE_CIRCLE, ICON_MD_PLAY_CIRCLE) );
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2023-10-01 06:49:08 +00:00
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if( choice == 1 ) { // play/pause
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if( mdl.curframe >= anim.max ) mdl.curframe = anim.min; // rewind animation
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2023-08-04 19:39:36 +00:00
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a.speed = 1.0f;
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a.inuse = i;
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}
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if( choice == 2 ) { // pause/advance-frame
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if(a.speed <= 0) mdl.curframe = (int)mdl.curframe + 1;
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a.speed = 0.0f;
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a.inuse = i;
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}
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if( choice == 3 ) { // loop on/off
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if( a.anims[i].flags & ANIM_LOOP )
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a.anims[ i ].flags &= ~ANIM_LOOP;
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else
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a.anims[ i ].flags |= ANIM_LOOP;
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a.inuse = i;
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2023-10-01 06:49:08 +00:00
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mdl.curframe = anim.min; // restart anim
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2023-08-04 19:39:36 +00:00
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}
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}
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ui_panel_end();
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}
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}
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}
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// @todo: controller demo: root motion on/off
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// @todo: controller demo: anim controller.lua
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// this demo supersedes following old sources:
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2023-08-10 22:14:08 +00:00
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// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-anims.c
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// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-instanced.c
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