2021-11-11 21:22:24 +01:00
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//------------------------------------------------------------------------------
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// imgui-glfw
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// Demonstrates basic integration with Dear Imgui (without custom
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// texture or custom font support).
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//------------------------------------------------------------------------------
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#include "imgui.h"
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#define SOKOL_IMPL
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#define SOKOL_GLCORE33
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#include "sokol_gfx.h"
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#include "sokol_time.h"
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#define SOKOL_GL_IMPL
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#include "util/sokol_gl.h"
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#define GLFW_INCLUDE_NONE
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#include <iostream>
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2021-11-12 11:00:39 +01:00
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#include "Camera.h"
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2021-11-12 12:48:56 +01:00
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#include "SkinnedMesh.h"
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2021-11-11 21:22:24 +01:00
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#include "GLFW/glfw3.h"
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const int Width = 1024;
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const int Height = 768;
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const int MaxVertices = (1 << 16);
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const int MaxIndices = MaxVertices * 3;
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uint64_t last_time = 0;
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bool show_imgui_demo_window = false;
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bool show_another_window = false;
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sg_pass_action pass_action;
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sg_pipeline pip;
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sg_bindings bind;
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typedef struct {
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ImVec2 disp_size;
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} vs_params_t;
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static void draw_imgui(ImDrawData*);
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#define HANDMADE_MATH_IMPLEMENTATION
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#define HANDMADE_MATH_NO_SSE
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#include "HandmadeMath.h"
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#include "camera.h"
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// ozz-animation headers
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#include <cmath> // fmodf
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#include <memory> // std::unique_ptr, std::make_unique
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2021-11-12 20:10:56 +01:00
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#include "AnimationController.h"
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2021-11-16 18:15:56 +01:00
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#include "SkinnedMeshRenderer.h"
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2021-11-11 21:22:24 +01:00
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#include "ozz/animation/runtime/animation.h"
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#include "ozz/animation/runtime/local_to_model_job.h"
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#include "ozz/animation/runtime/sampling_job.h"
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#include "ozz/animation/runtime/skeleton.h"
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#include "ozz/base/containers/vector.h"
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#include "ozz/base/io/archive.h"
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#include "ozz/base/io/stream.h"
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#include "ozz/base/log.h"
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#include "ozz/base/maths/soa_transform.h"
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#include "ozz/base/maths/vec_float.h"
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// wrapper struct for managed ozz-animation C++ objects, mUST BE DEleted
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// before shutdown, otherwise ozz-animation will report a memory leak
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typedef struct {
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ozz::animation::Skeleton skeleton;
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ozz::animation::Animation animation;
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ozz::animation::SamplingCache cache;
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ozz::vector<ozz::math::SoaTransform> local_matrices;
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ozz::vector<ozz::math::Float4x4> model_matrices;
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} ozz_t;
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static struct {
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std::unique_ptr<ozz_t> ozz;
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sg_pass_action pass_action;
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Camera camera;
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2021-11-11 21:22:24 +01:00
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struct {
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bool skeleton;
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bool animation;
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bool failed;
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} loaded;
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struct {
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double frame;
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double absolute;
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uint64_t laptime;
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float factor;
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float anim_ratio;
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bool anim_ratio_ui_override;
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bool paused;
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} time;
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} state;
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2021-11-12 11:00:39 +01:00
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typedef struct {
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int32_t mousedX;
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int32_t mousedY;
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int32_t mouseX;
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int32_t mouseY;
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uint8_t mouseButton;
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int32_t mouseScroll;
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char key;
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} GuiInputState;
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GuiInputState gGuiInputState = {0, 0, 0, 0, 0, 0, 0};
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enum class ControlMode {
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ControlModeNone,
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ControlModeFPS
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};
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ControlMode gControlMode = ControlMode::ControlModeNone;
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2021-11-11 21:22:24 +01:00
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// io buffers for skeleton and animation data files, we know the max file size upfront
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static uint8_t skel_data_buffer[4 * 1024];
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static uint8_t anim_data_buffer[32 * 1024];
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2021-11-12 11:00:39 +01:00
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static void draw_grid(void);
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2021-11-11 21:22:24 +01:00
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static void draw_ui(void);
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// static void skeleton_data_loaded(const sfetch_response_t* response);
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// static void animation_data_loaded(const sfetch_response_t* response);
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static void frame(void);
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2021-11-12 11:00:39 +01:00
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void handle_mouse(GLFWwindow* w, GuiInputState* io_input_state) {
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if (!glfwGetWindowAttrib(w, GLFW_FOCUSED)) {
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return;
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}
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double mouse_x, mouse_y;
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glfwGetCursorPos(w, &mouse_x, &mouse_y);
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if (io_input_state->mouseButton) {
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io_input_state->mousedX = int32_t(mouse_x) - io_input_state->mouseX;
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io_input_state->mousedY = int32_t(mouse_y) - io_input_state->mouseY;
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} else {
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io_input_state->mousedX = 0;
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io_input_state->mousedY = 0;
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}
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io_input_state->mouseX = int32_t(mouse_x);
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io_input_state->mouseY = int32_t(mouse_y);
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io_input_state->mouseButton = glfwGetMouseButton(w, 0)
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+ (glfwGetMouseButton(w, 1) << 1)
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+ (glfwGetMouseButton(w, 2) << 2);
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}
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2021-11-11 21:22:24 +01:00
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int main() {
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// window and GL context via GLFW and flextGL
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_FALSE);
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2021-11-12 11:23:20 +01:00
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glfwWindowHint(GLFW_SAMPLES, 16);
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2021-11-12 11:00:39 +01:00
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GLFWwindow* w = glfwCreateWindow(Width, Height, "AnimTestbed", 0, 0);
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2021-11-11 21:22:24 +01:00
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glfwMakeContextCurrent(w);
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glfwSwapInterval(1);
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// GLFW to ImGui input forwarding
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glfwSetMouseButtonCallback(
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w,
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[](GLFWwindow*, int btn, int action, int /*mods*/) {
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if ((btn >= 0) && (btn < 3)) {
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ImGui::GetIO().MouseDown[btn] = (action == GLFW_PRESS);
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}
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});
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glfwSetCursorPosCallback(w, [](GLFWwindow*, double pos_x, double pos_y) {
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ImGui::GetIO().MousePos.x = float(pos_x);
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ImGui::GetIO().MousePos.y = float(pos_y);
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});
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glfwSetScrollCallback(w, [](GLFWwindow*, double /*pos_x*/, double pos_y) {
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ImGui::GetIO().MouseWheel = float(pos_y);
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});
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glfwSetKeyCallback(
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w,
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[](GLFWwindow*, int key, int /*scancode*/, int action, int mods) {
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ImGuiIO& io = ImGui::GetIO();
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if ((key >= 0) && (key < 512)) {
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io.KeysDown[key] = (action == GLFW_PRESS) || (action == GLFW_REPEAT);
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}
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io.KeyCtrl = (0 != (mods & GLFW_MOD_CONTROL));
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io.KeyAlt = (0 != (mods & GLFW_MOD_ALT));
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io.KeyShift = (0 != (mods & GLFW_MOD_SHIFT));
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});
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glfwSetCharCallback(w, [](GLFWwindow*, unsigned int codepoint) {
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ImGui::GetIO().AddInputCharacter((ImWchar)codepoint);
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});
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// setup sokol_gfx and sokol_time
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stm_setup();
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sg_desc desc = {};
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sg_setup(&desc);
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assert(sg_isvalid());
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// setup sokol-gl
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sgl_desc_t sgldesc = {};
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sgldesc.sample_count = 0;
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sgl_setup(&sgldesc);
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2021-11-12 12:48:56 +01:00
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printf ("default allocator: 0x%p\n", (void*)ozz::memory::default_allocator());
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2021-11-12 20:10:56 +01:00
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SkinnedMesh skinned_mesh;
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skinned_mesh.LoadSkeleton("../media/MixamoYBot-skeleton.ozz");
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skinned_mesh.LoadAnimation("../media/Idle-loop.ozz");
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skinned_mesh.LoadAnimation("../media/Walking-loop.ozz");
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skinned_mesh.LoadAnimation("../media/RunningSlow-loop.ozz");
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skinned_mesh.LoadAnimation("../media/RunningFast-loop.ozz");
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2021-11-16 17:31:18 +01:00
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skinned_mesh.LoadAnimation("../media/Limping-loop.ozz");
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skinned_mesh.LoadAnimation("../media/ZombieWalk-loop.ozz");
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2021-11-12 20:10:56 +01:00
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skinned_mesh.SetCurrentAnimation(0);
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AnimationController animation_controller (&skinned_mesh);
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2021-11-12 12:48:56 +01:00
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// state.ozz = std::make_unique<ozz_t>();
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2021-11-11 21:22:24 +01:00
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state.time.factor = 1.0f;
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2021-11-12 11:00:39 +01:00
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Camera_Init(&state.camera);
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2021-11-11 21:22:24 +01:00
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// setup Dear Imgui
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ImGui::CreateContext();
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ImGui::StyleColorsDark();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = nullptr;
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io.Fonts->AddFontDefault();
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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// dynamic vertex- and index-buffers for imgui-generated geometry
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sg_buffer_desc vbuf_desc = {};
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vbuf_desc.usage = SG_USAGE_STREAM;
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vbuf_desc.size = MaxVertices * sizeof(ImDrawVert);
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bind.vertex_buffers[0] = sg_make_buffer(&vbuf_desc);
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sg_buffer_desc ibuf_desc = {};
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ibuf_desc.type = SG_BUFFERTYPE_INDEXBUFFER;
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ibuf_desc.usage = SG_USAGE_STREAM;
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ibuf_desc.size = MaxIndices * sizeof(ImDrawIdx);
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bind.index_buffer = sg_make_buffer(&ibuf_desc);
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// font texture for imgui's default font
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unsigned char* font_pixels;
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int font_width, font_height;
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io.Fonts->GetTexDataAsRGBA32(&font_pixels, &font_width, &font_height);
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sg_image_desc img_desc = {};
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img_desc.width = font_width;
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img_desc.height = font_height;
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img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
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img_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
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img_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
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img_desc.data.subimage[0][0] =
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sg_range{font_pixels, size_t(font_width * font_height * 4)};
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bind.fs_images[0] = sg_make_image(&img_desc);
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// shader object for imgui rendering
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sg_shader_desc shd_desc = {};
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auto& ub = shd_desc.vs.uniform_blocks[0];
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ub.size = sizeof(vs_params_t);
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ub.uniforms[0].name = "disp_size";
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ub.uniforms[0].type = SG_UNIFORMTYPE_FLOAT2;
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shd_desc.vs.source =
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"#version 330\n"
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"uniform vec2 disp_size;\n"
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"layout(location=0) in vec2 position;\n"
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"layout(location=1) in vec2 texcoord0;\n"
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"layout(location=2) in vec4 color0;\n"
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"out vec2 uv;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" gl_Position = vec4(((position/disp_size)-0.5)*vec2(2.0,-2.0), 0.5, "
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"1.0);\n"
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" uv = texcoord0;\n"
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" color = color0;\n"
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"}\n";
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shd_desc.fs.images[0].name = "tex";
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shd_desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
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shd_desc.fs.source =
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"#version 330\n"
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"uniform sampler2D tex;\n"
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"in vec2 uv;\n"
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"in vec4 color;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = texture(tex, uv) * color;\n"
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"}\n";
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sg_shader shd = sg_make_shader(&shd_desc);
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// pipeline object for imgui rendering
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sg_pipeline_desc pip_desc = {};
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pip_desc.layout.buffers[0].stride = sizeof(ImDrawVert);
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auto& attrs = pip_desc.layout.attrs;
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attrs[0].format = SG_VERTEXFORMAT_FLOAT2;
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attrs[1].format = SG_VERTEXFORMAT_FLOAT2;
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attrs[2].format = SG_VERTEXFORMAT_UBYTE4N;
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pip_desc.shader = shd;
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pip_desc.index_type = SG_INDEXTYPE_UINT16;
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pip_desc.colors[0].blend.enabled = true;
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pip_desc.colors[0].blend.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA;
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pip_desc.colors[0].blend.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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pip_desc.colors[0].write_mask = SG_COLORMASK_RGB;
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pip = sg_make_pipeline(&pip_desc);
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// initial clear color
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pass_action.colors[0].action = SG_ACTION_CLEAR;
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2021-11-12 11:00:39 +01:00
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|
pass_action.colors[0].value = {0.1f, 0.1f, 0.1f, 1.0f};
|
2021-11-11 21:22:24 +01:00
|
|
|
|
|
|
|
// draw loop
|
|
|
|
while (!glfwWindowShouldClose(w)) {
|
|
|
|
state.time.frame = stm_sec(
|
|
|
|
stm_round_to_common_refresh_rate(stm_laptime(&state.time.laptime)));
|
|
|
|
|
2021-11-12 20:10:56 +01:00
|
|
|
state.time.absolute += state.time.frame * state.time.factor;
|
|
|
|
|
2021-11-11 21:22:24 +01:00
|
|
|
int cur_width, cur_height;
|
|
|
|
glfwGetFramebufferSize(w, &cur_width, &cur_height);
|
|
|
|
|
|
|
|
// this is standard ImGui demo code
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
io.DisplaySize = ImVec2(float(cur_width), float(cur_height));
|
|
|
|
io.DeltaTime = (float)stm_sec(stm_laptime(&last_time));
|
|
|
|
ImGui::NewFrame();
|
|
|
|
|
2021-11-12 11:00:39 +01:00
|
|
|
ImGui::Begin("Camera");
|
|
|
|
ImGui::SliderFloat3("pos", state.camera.pos, -100.f, 100.f);
|
|
|
|
ImGui::SliderFloat("near", &state.camera.near, 0.001f, 10.f);
|
|
|
|
ImGui::SliderFloat("far", &state.camera.far, 1.0f, 10000.f);
|
|
|
|
ImGui::SliderFloat("heading", &state.camera.heading, -180.0f, 180.f);
|
|
|
|
ImGui::SliderFloat("pitch", &state.camera.pitch, -179.0f, 179.f);
|
|
|
|
ImGui::End();
|
|
|
|
|
|
|
|
// handle input
|
|
|
|
handle_mouse (w, &gGuiInputState);
|
|
|
|
|
|
|
|
if (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_RIGHT)) {
|
|
|
|
if (gControlMode == ControlMode::ControlModeNone) {
|
|
|
|
gControlMode = ControlMode::ControlModeFPS;
|
|
|
|
Camera_CalcFromMatrix(&state.camera, &state.camera.mtxView[0]);
|
|
|
|
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
gControlMode = ControlMode::ControlModeNone;
|
|
|
|
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
|
|
Camera_Update(
|
|
|
|
&state.camera,
|
|
|
|
cur_width,
|
|
|
|
cur_height,
|
|
|
|
state.time.frame,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
nullptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gControlMode == ControlMode::ControlModeFPS) {
|
|
|
|
float camera_accel[3] = {0.f, 0.f, 0.f};
|
|
|
|
float accel_scale = 100.0;
|
|
|
|
|
|
|
|
if (glfwGetKey(w, GLFW_KEY_LEFT_SHIFT)) {
|
|
|
|
accel_scale *= 3.;
|
|
|
|
} else if (glfwGetKey(w, GLFW_KEY_LEFT_CONTROL)) {
|
|
|
|
accel_scale /= 3.;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (glfwGetKey(w, GLFW_KEY_W)) {
|
|
|
|
camera_accel[0] -= accel_scale;
|
|
|
|
}
|
|
|
|
if (glfwGetKey(w, GLFW_KEY_S)) {
|
|
|
|
camera_accel[0] += accel_scale;
|
|
|
|
}
|
|
|
|
if (glfwGetKey(w, GLFW_KEY_C)) {
|
|
|
|
camera_accel[1] -= accel_scale;
|
|
|
|
}
|
|
|
|
if (glfwGetKey(w, GLFW_KEY_SPACE)) {
|
|
|
|
camera_accel[1] += accel_scale;
|
|
|
|
}
|
|
|
|
if (glfwGetKey(w, GLFW_KEY_A)) {
|
|
|
|
camera_accel[2] -= accel_scale;
|
|
|
|
}
|
|
|
|
if (glfwGetKey(w, GLFW_KEY_D)) {
|
|
|
|
camera_accel[2] += accel_scale;
|
|
|
|
}
|
|
|
|
|
|
|
|
Camera_Update(
|
|
|
|
&state.camera,
|
|
|
|
cur_width,
|
|
|
|
cur_height,
|
|
|
|
state.time.frame,
|
|
|
|
gGuiInputState.mousedX,
|
|
|
|
gGuiInputState.mousedY,
|
|
|
|
camera_accel);
|
|
|
|
}
|
|
|
|
|
2021-11-11 21:22:24 +01:00
|
|
|
if (ImGui::BeginMainMenuBar()) {
|
|
|
|
ImGui::Text("AnimTestbed");
|
|
|
|
ImGui::Checkbox("ImGui Demo", &show_imgui_demo_window);
|
|
|
|
ImGui::EndMainMenuBar();
|
|
|
|
}
|
|
|
|
|
2021-11-12 20:10:56 +01:00
|
|
|
|
2021-11-12 12:48:56 +01:00
|
|
|
draw_grid();
|
2021-11-12 20:10:56 +01:00
|
|
|
skinned_mesh.DrawDebugUi();
|
|
|
|
animation_controller.DrawDebugUi();
|
2021-11-12 12:48:56 +01:00
|
|
|
|
2021-11-16 17:31:18 +01:00
|
|
|
animation_controller.UpdateTime(state.time.frame);
|
2021-11-12 20:10:56 +01:00
|
|
|
animation_controller.Evaluate();
|
2021-11-12 12:48:56 +01:00
|
|
|
|
|
|
|
sgl_defaults();
|
|
|
|
sgl_matrix_mode_projection();
|
|
|
|
sgl_load_matrix((const float*)&state.camera.mtxProj);
|
|
|
|
sgl_matrix_mode_modelview();
|
|
|
|
sgl_load_matrix((const float*)&state.camera.mtxView);
|
2021-11-16 18:15:56 +01:00
|
|
|
RenderSkinnedMesh(skinned_mesh);
|
2021-11-11 21:22:24 +01:00
|
|
|
|
|
|
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowDemoWindow()
|
|
|
|
if (show_imgui_demo_window) {
|
|
|
|
ImGui::SetNextWindowPos(ImVec2(460, 20), ImGuiCond_FirstUseEver);
|
|
|
|
ImGui::ShowDemoWindow();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// the sokol_gfx draw pass
|
|
|
|
sg_begin_default_pass(&pass_action, cur_width, cur_height);
|
|
|
|
sgl_draw();
|
|
|
|
ImGui::Render();
|
|
|
|
draw_imgui(ImGui::GetDrawData());
|
|
|
|
sg_end_pass();
|
|
|
|
sg_commit();
|
|
|
|
glfwSwapBuffers(w);
|
|
|
|
glfwPollEvents();
|
|
|
|
}
|
|
|
|
|
2021-11-12 12:48:56 +01:00
|
|
|
// state.ozz = nullptr;
|
2021-11-11 21:22:24 +01:00
|
|
|
|
|
|
|
/* cleanup */
|
|
|
|
ImGui::DestroyContext();
|
|
|
|
sgl_shutdown();
|
|
|
|
sg_shutdown();
|
|
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool LoadSkeleton(const char* _filename, ozz::animation::Skeleton* _skeleton) {
|
|
|
|
assert(_filename && _skeleton);
|
|
|
|
ozz::log::Out() << "Loading skeleton archive " << _filename << "."
|
|
|
|
<< std::endl;
|
|
|
|
ozz::io::File file(_filename, "rb");
|
|
|
|
if (!file.opened()) {
|
|
|
|
ozz::log::Err() << "Failed to open skeleton file " << _filename << "."
|
|
|
|
<< std::endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
ozz::io::IArchive archive(&file);
|
|
|
|
if (!archive.TestTag<ozz::animation::Skeleton>()) {
|
|
|
|
ozz::log::Err() << "Failed to load skeleton instance from file "
|
|
|
|
<< _filename << "." << std::endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Once the tag is validated, reading cannot fail.
|
|
|
|
archive >> *_skeleton;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool LoadAnimation(
|
|
|
|
const char* _filename,
|
|
|
|
ozz::animation::Animation* _animation) {
|
|
|
|
assert(_filename && _animation);
|
|
|
|
ozz::log::Out() << "Loading animation archive: " << _filename << "."
|
|
|
|
<< std::endl;
|
|
|
|
ozz::io::File file(_filename, "rb");
|
|
|
|
if (!file.opened()) {
|
|
|
|
ozz::log::Err() << "Failed to open animation file " << _filename << "."
|
|
|
|
<< std::endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
ozz::io::IArchive archive(&file);
|
|
|
|
if (!archive.TestTag<ozz::animation::Animation>()) {
|
|
|
|
ozz::log::Err() << "Failed to load animation instance from file "
|
|
|
|
<< _filename << "." << std::endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Once the tag is validated, reading cannot fail.
|
|
|
|
archive >> *_animation;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void load_skeleton(void) {
|
|
|
|
// const char* skeleton_file = "../media/skeleton.ozz";
|
|
|
|
const char* skeleton_file = "../media/MixamoYBot-skeleton.ozz";
|
|
|
|
if (!LoadSkeleton(skeleton_file, &state.ozz->skeleton)) {
|
|
|
|
std::cerr << "Could not load skeleton " << skeleton_file << std::endl;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const int num_soa_joints = state.ozz->skeleton.num_soa_joints();
|
|
|
|
const int num_joints = state.ozz->skeleton.num_joints();
|
|
|
|
state.ozz->local_matrices.resize(num_soa_joints);
|
|
|
|
state.ozz->model_matrices.resize(num_joints);
|
|
|
|
state.ozz->cache.Resize(num_joints);
|
|
|
|
state.loaded.skeleton = true;
|
|
|
|
std::cout << "Successfully loaded " << skeleton_file
|
|
|
|
<< " (soa: " << num_soa_joints << ", joints: " << num_joints << ")"
|
|
|
|
<< std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void load_animation(void) {
|
|
|
|
// const char* anim_file = "../media/animation1.ozz";
|
|
|
|
const char* anim_file = "../media/RunningSlow-loop.ozz";
|
|
|
|
if (!LoadAnimation(anim_file, &state.ozz->animation)) {
|
|
|
|
std::cerr << "Could not load animation " << anim_file << std::endl;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
state.loaded.animation = true;
|
|
|
|
std::cout << "Successfully loade " << anim_file << std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void draw_vec(const ozz::math::SimdFloat4& vec) {
|
|
|
|
sgl_v3f(ozz::math::GetX(vec), ozz::math::GetY(vec), ozz::math::GetZ(vec));
|
|
|
|
}
|
|
|
|
|
|
|
|
static void draw_line(
|
|
|
|
const ozz::math::SimdFloat4& v0,
|
|
|
|
const ozz::math::SimdFloat4& v1) {
|
|
|
|
draw_vec(v0);
|
|
|
|
draw_vec(v1);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2021-11-12 11:00:39 +01:00
|
|
|
static void draw_grid(void) {
|
|
|
|
sgl_defaults();
|
|
|
|
sgl_matrix_mode_projection();
|
|
|
|
sgl_load_matrix((const float*)&state.camera.mtxProj);
|
|
|
|
sgl_matrix_mode_modelview();
|
|
|
|
sgl_load_matrix((const float*)&state.camera.mtxView);
|
|
|
|
|
|
|
|
const int grid_size = 10;
|
|
|
|
|
|
|
|
sgl_begin_lines();
|
|
|
|
sgl_c3f(0.4f, 0.4f, 0.4f);
|
|
|
|
for (int i = -grid_size; i <= grid_size; i++) {
|
|
|
|
if (i == 0) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
ozz::math::SimdFloat4 p0 = ozz::math::simd_float4::Load(i * 1.0f, 0.f, -grid_size * 1.0f, 1.f);
|
|
|
|
ozz::math::SimdFloat4 p1 = ozz::math::simd_float4::Load(i * 1.0f, 0.f, grid_size * 1.0f, 1.f);
|
|
|
|
draw_line(p0, p1);
|
|
|
|
|
|
|
|
p0 = ozz::math::simd_float4::Load(-grid_size * 1.0f, 0.f, i * 1.0f, 1.f);
|
|
|
|
p1 = ozz::math::simd_float4::Load(grid_size * 1.0f, 0.f, i * 1.0f, 1.f);
|
|
|
|
draw_line(p0, p1);
|
|
|
|
}
|
|
|
|
sgl_c3f (0.7f, 0.4f, 0.2f);
|
|
|
|
ozz::math::SimdFloat4 p0 = ozz::math::simd_float4::Load(0, 0.f, -grid_size * 1.0f, 1.f);
|
|
|
|
ozz::math::SimdFloat4 p1 = ozz::math::simd_float4::Load(0, 0.f, grid_size * 1.0f, 1.f);
|
|
|
|
draw_line(p0, p1);
|
|
|
|
|
|
|
|
sgl_c3f (0.2f, 0.4f, 0.7f);
|
|
|
|
p0 = ozz::math::simd_float4::Load(-grid_size * 1.0f, 0.f, 0.f, 1.f);
|
|
|
|
p1 = ozz::math::simd_float4::Load(grid_size * 1.0f, 0.f, 0.f, 1.f);
|
|
|
|
draw_line(p0, p1);
|
|
|
|
|
|
|
|
sgl_end();
|
|
|
|
}
|
|
|
|
|
2021-11-11 21:22:24 +01:00
|
|
|
|
|
|
|
// draw ImGui draw lists via sokol-gfx
|
|
|
|
void draw_imgui(ImDrawData* draw_data) {
|
|
|
|
assert(draw_data);
|
|
|
|
if (draw_data->CmdListsCount == 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// render the command list
|
|
|
|
sg_apply_pipeline(pip);
|
|
|
|
vs_params_t vs_params;
|
|
|
|
vs_params.disp_size.x = ImGui::GetIO().DisplaySize.x;
|
|
|
|
vs_params.disp_size.y = ImGui::GetIO().DisplaySize.y;
|
|
|
|
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE(vs_params));
|
|
|
|
for (int cl_index = 0; cl_index < draw_data->CmdListsCount; cl_index++) {
|
|
|
|
const ImDrawList* cl = draw_data->CmdLists[cl_index];
|
|
|
|
|
|
|
|
// append vertices and indices to buffers, record start offsets in resource binding struct
|
|
|
|
const uint32_t vtx_size = cl->VtxBuffer.size() * sizeof(ImDrawVert);
|
|
|
|
const uint32_t idx_size = cl->IdxBuffer.size() * sizeof(ImDrawIdx);
|
|
|
|
const uint32_t vb_offset = sg_append_buffer(
|
|
|
|
bind.vertex_buffers[0],
|
|
|
|
{&cl->VtxBuffer.front(), vtx_size});
|
|
|
|
const uint32_t ib_offset =
|
|
|
|
sg_append_buffer(bind.index_buffer, {&cl->IdxBuffer.front(), idx_size});
|
|
|
|
/* don't render anything if the buffer is in overflow state (this is also
|
|
|
|
checked internally in sokol_gfx, draw calls that attempt from
|
|
|
|
overflowed buffers will be silently dropped)
|
|
|
|
*/
|
|
|
|
if (sg_query_buffer_overflow(bind.vertex_buffers[0])
|
|
|
|
|| sg_query_buffer_overflow(bind.index_buffer)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
bind.vertex_buffer_offsets[0] = vb_offset;
|
|
|
|
bind.index_buffer_offset = ib_offset;
|
|
|
|
sg_apply_bindings(&bind);
|
|
|
|
|
|
|
|
int base_element = 0;
|
|
|
|
for (const ImDrawCmd& pcmd : cl->CmdBuffer) {
|
|
|
|
if (pcmd.UserCallback) {
|
|
|
|
pcmd.UserCallback(cl, &pcmd);
|
|
|
|
} else {
|
|
|
|
const int scissor_x = (int)(pcmd.ClipRect.x);
|
|
|
|
const int scissor_y = (int)(pcmd.ClipRect.y);
|
|
|
|
const int scissor_w = (int)(pcmd.ClipRect.z - pcmd.ClipRect.x);
|
|
|
|
const int scissor_h = (int)(pcmd.ClipRect.w - pcmd.ClipRect.y);
|
|
|
|
sg_apply_scissor_rect(scissor_x, scissor_y, scissor_w, scissor_h, true);
|
|
|
|
sg_draw(base_element, pcmd.ElemCount, 1);
|
|
|
|
}
|
|
|
|
base_element += pcmd.ElemCount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|