// // Created by martin on 16.11.21. // #include "SkinnedMeshRenderer.h" #include "sokol_gfx.h" #include "util/sokol_gl.h" #include "HandmadeMath.h" 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); } // this draws a wireframe 3d rhombus between the current and parent joints void draw_joint (const SkinnedMesh& skinned_mesh, int joint_index, int parent_joint_index) { if (parent_joint_index < 0) { return; } using namespace ozz::math; const Float4x4& m0 = skinned_mesh.m_model_matrices[joint_index]; const Float4x4& m1 = skinned_mesh.m_model_matrices[parent_joint_index]; const SimdFloat4 p0 = m0.cols[3]; const SimdFloat4 p1 = m1.cols[3]; const SimdFloat4 ny = m1.cols[1]; const SimdFloat4 nz = m1.cols[2]; const SimdFloat4 len = SplatX(Length3(p1 - p0)) * simd_float4::Load1(0.1f); const SimdFloat4 pmid = p0 + (p1 - p0) * simd_float4::Load1(0.66f); const SimdFloat4 p2 = pmid + ny * len; const SimdFloat4 p3 = pmid + nz * len; const SimdFloat4 p4 = pmid - ny * len; const SimdFloat4 p5 = pmid - nz * len; sgl_c3f(1.0f, 1.0f, 0.0f); draw_line(p0, p2); draw_line(p0, p3); draw_line(p0, p4); draw_line(p0, p5); draw_line(p1, p2); draw_line(p1, p3); draw_line(p1, p4); draw_line(p1, p5); draw_line(p2, p3); draw_line(p3, p4); draw_line(p4, p5); draw_line(p5, p2); } void RenderSkinnedMesh (const SkinnedMesh& skinned_mesh) { sgl_matrix_mode_modelview(); sgl_push_matrix(); hmm_mat4 scale_mat = HMM_Scale(HMM_Vec3(0.01f, 0.01f, 0.01f)); sgl_mult_matrix((const float*)&scale_mat); const int num_joints = skinned_mesh.m_skeleton.num_joints(); ozz::span joint_parents = skinned_mesh.m_skeleton.joint_parents(); sgl_begin_lines(); for (int joint_index = 0; joint_index < num_joints; joint_index++) { draw_joint(skinned_mesh, joint_index, joint_parents[joint_index]); } sgl_end(); sgl_pop_matrix(); }