+#include "animationMode.hpp"
+
+AnimationMode::AnimationMode(std::string modelPath) {
+ const aiScene *scene = importer.ReadFile(
+ modelPath, aiProcess_Triangulate | aiProcess_CalcTangentSpace |
+ aiProcess_GenNormals | aiProcess_FlipUVs);
+ if (!scene) {
+ std::cerr << importer.GetErrorString() << std::endl;
+ exit(1);
+ }
+
+ if (scene->mNumCameras > 0) {
+ aiCamera *cam = scene->mCameras[0];
+ glm::mat4 camTrans;
+ if (findNodeTrans(scene->mRootNode, cam->mName, &camTrans) != 0)
+ abort(); // there must be a node with the same name as camera
+
+ camPos = {camTrans[3][0], camTrans[3][1], camTrans[3][2]};
+
+ glm::vec3 camLookAt =
+ glm::vec3(cam->mLookAt.x, cam->mLookAt.y, cam->mLookAt.z);
+ camFront = camLookAt - camPos;
+
+ camUp = glm::vec3(cam->mUp.x, cam->mUp.y, cam->mUp.z);
+
+ fov = cam->mHorizontalFOV;
+ // TODO: aspectRatio = cam->mAspect;
+ znear = cam->mClipPlaneNear;
+ zfar = cam->mClipPlaneFar;
+ }
+
+ for (int i = 0; i < scene->mNumLights; i++) {
+ aiLight *light = scene->mLights[i];
+ glm::mat4 trans;
+ findNodeTrans(scene->mRootNode, light->mName, &trans);
+ glm::vec3 col = {light->mColorAmbient.r, light->mColorAmbient.g,
+ light->mColorAmbient.b};
+ Light l = {trans, col};
+ lights.push_back(l);
+ }
+
+ sceneModel = new Model(scene, *pbrProg);
+}
+
+void AnimationMode::display(float d) override {
+ sceneModel->draw(skyboxes[activeSkybox], d * 1000);
+
+ for (Light &light: lights) drawLight(light);
+}
+
+void drawLight(Light &light) {
+ drawPlainProg(plainProg, lightVao, light.trans, light.color);
+}
+
+void AnimationMode::timer() override {};
+void AnimationMode::motion(int x, int y, int dx, int dy) override {}
+void AnimationMode::passiveMotion(int x, int y, int dx, int dy) override {}
+void AnimationMode::mouse(int button, int state, int x, int y) override {}
+
+std::vector<Light> AnimationMode::getLights(float d) {
+ std::vector<Light> ls = lights;
+ if (discoLights) {
+ if (discoLights) {
+ for (int i = 0; i < 3; i++)
+ auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
+ Light l = { glm::translate(glm::mat4(1), glm::vec3(m * glm::vec4(5, 0, 0, 1)))
+ , glm::vec3(0.2)
+ };
+ if (i % 3 == 0) l.color.x = sin(d);
+ if (i % 3 == 1) l.color.y = cos(d * 3);
+ if (i % 3 == 2) l.color.z = cos(d);
+ ls.push_back(l);
+ }
+ }
+ return ls;
+}