Fix stupid typo
[opengl.git] / main.cpp
index a579adfc63ffdb71e910f63840b1a4b625bd9711..b7781ac2e0400a8b9d5e646c6344a8f5b0fa1989 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -168,39 +168,19 @@ void display() {
        glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
        glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
 
-       glm::vec3 targetPos(sin(d * 1.f), 0, cos(d * 1.f));
-       inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), targetPos);
-
-       /* std::array<glm::vec3, 3> jointPositions; std::array<float, 2> jointDistances; */
-
-       /* std::array<std::string, 3> jointNames = { "Bottom Bone", "Middle Bone", "Top Bone" }; */
-       /* for (int i = 0; i < 3; i++) { */
-       /*      glm::mat4 trans; */
-       /*      findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), &trans); */
-       /*      jointPositions[i] = glm::vec3(trans[3]); */
-
-       /*      if (i > 0) */
-       /*              jointDistances[i - 1] = glm::distance(jointPositions[i], jointPositions[i - 1]); */
-       /* } */
-
-       /* glm::vec3 targetPos(sin(d * 10.f), cos(d * 10.f), 0); */
-       /* auto newPositions = fabrik(targetPos, jointPositions, jointDistances); */
-
-       /* for (int i = 0; i < 3; i++) { */
-       /*      glm::mat4 absTrans(1); */
-       /*      findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), */
-       /*                      &absTrans); */
-       /*      glm::mat4 newAbsTrans = absTrans; */
-       /*      newAbsTrans[3] = glm::vec4(newPositions[i], newAbsTrans[3][3]); */
-
-       /*      auto node = sceneModel->getRoot()->ai.FindNode(jointNames[i].c_str()); */
-
-       /*      auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */
-
-       /*      node->mTransformation = mat4ToaiMatrix(newTrans); */
-       /* } */
-       /* 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);
 
@@ -252,7 +232,7 @@ void init() {
        pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
        glUseProgram(pbrProg->progId);
 
-       const std::string scenePath = "models/ik.glb";
+       const std::string scenePath = "models/mipmapping.glb";
        const aiScene *scene = importer.ReadFile(scenePath, aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
        if (!scene) {
                std::cerr << importer.GetErrorString() << std::endl;