X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=e4cc81a2d79846c9a8e3028cfb85a2b2b42899ab;hp=281da276905660e1e4a5935c1caf961f9c53d97f;hb=ad77a970429c9c5e9cf8d513d0469d03ad82e622;hpb=5e2b8438a1600a790dc105d25b7d5cd2278864aa diff --git a/main.cpp b/main.cpp index 281da27..e4cc81a 100644 --- a/main.cpp +++ b/main.cpp @@ -21,6 +21,7 @@ #include "skybox.hpp" #include "image.hpp" #include "util.hpp" +#include "ik.hpp" #pragma clang diagnostic ignored "-Wdeprecated-declarations" @@ -101,6 +102,33 @@ void drawLight(Light &light) { glDrawArrays(GL_TRIANGLES, 0, 36); } +int findNodeTrans(const struct aiNode *n, const struct aiString name, glm::mat4 *dest) { + if (strcmp(n->mName.data, name.data) == 0) { + *dest = aiMatrixToMat4(n->mTransformation); + return 0; + } + for (int i = 0; i < n->mNumChildren; i++) { + if (findNodeTrans(n->mChildren[i], name, dest) == 0) { + glm::mat4 t = aiMatrixToMat4(n->mTransformation); + *dest = t * *dest; + return 0; + } + } + return 1; +} + +glm::mat4 worldSpaceToModelSpace(aiNode *node, glm::mat4 m) { + aiNode *parent = node; + glm::mat4 res = m; + std::vector trans; + while (parent != nullptr) { + /* res = res * glm::inverse(aiMatrixToMat4(parent->mTransformation)); */ + trans.push_back(glm::inverse(aiMatrixToMat4(parent->mTransformation))); + parent = parent->mParent; + } + while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); } + return res; +} void display() { glClearColor(0.5, 0.5, 0.5, 1); @@ -140,8 +168,20 @@ void display() { glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0])); glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0])); - /* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */ - /* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */ +#ifdef COWEDBOY_IK + { + glm::vec3 targetPos(sin(d) * 2 + 3, -2, 1); + Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} }; + drawLight(targetLight); + inverseKinematics(*sceneModel->find("Shoulder.L"), *sceneModel->find("Finger.L"), targetPos); + + targetPos = { sin(d * 2) * 2 - 5, 2.5, 0 }; + targetLight = { glm::translate(glm::mat4(1), targetPos), {1, 1, 0.5} }; + drawLight(targetLight); + inverseKinematics(*sceneModel->find("Shoulder.R"), *sceneModel->find("Finger.R"), targetPos); + } +#endif + sceneModel->draw(skyboxes[activeSkybox], d * 1000); for (Light &light: lights) drawLight(light); @@ -175,20 +215,6 @@ void setupLightBuffers(GLuint progId) { glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); } -int findNodeTrans(struct aiNode *n, const struct aiString name, glm::mat4 *dest) { - if (strcmp(n->mName.data, name.data) == 0) { - *dest = aiMatrixToMat4(n->mTransformation); - return 0; - } - for (int i = 0; i < n->mNumChildren; i++) { - if (findNodeTrans(n->mChildren[i], name, dest) == 0) { - glm::mat4 t = aiMatrixToMat4(n->mTransformation); - *dest = t * *dest; - return 0; - } - } - return 1; -} void init() { initUtilProg(); @@ -206,7 +232,7 @@ void init() { pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl"); glUseProgram(pbrProg->progId); - const std::string scenePath = "models/newtonsCradle.glb"; + const std::string scenePath = "models/cowedboy.glb"; const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs); if (!scene) { std::cerr << importer.GetErrorString() << std::endl; @@ -264,11 +290,14 @@ void keyboardUp(unsigned char key, int x, int y) { keyStates[key] = false; } -#define ENABLE_MOVEMENT +/* #define ENABLE_MOVEMENT */ void timer(int _) { #ifdef ENABLE_MOVEMENT float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f; + +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wchar-subscripts" if (keyStates['w']) zSpeed = 0.1f; if (keyStates['s']) @@ -281,6 +310,7 @@ void timer(int _) { ySpeed = 0.1f; if (keyStates['e']) ySpeed = -0.1f; +#pragma clang diagnostic pop camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw); camPos.y += ySpeed;