v4k-git-backup/demos/03-anims.c

179 lines
7.3 KiB
C

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