create SkeletalAnimationDemo

This commit is contained in:
2024-03-31 14:18:14 -04:00
parent 95a87d0d11
commit 9bf2bb79c0
6 changed files with 127 additions and 14 deletions

View File

@@ -82,7 +82,9 @@ file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp")
include_directories(${PROJECT_SOURCE_DIR}/include)
add_library(LearnOpenGL SHARED ${SOURCES}
src/LearnOpenGL/IndexBuffer.cpp)
src/LearnOpenGL/IndexBuffer.cpp
include/LearnOpenGL/ComputeShader.h
src/demos/SkeletalAnim/main.cpp)
target_include_directories(LearnOpenGL PUBLIC ${J3ML_SOURCE_DIR}/include)
target_include_directories(LearnOpenGL PUBLIC ${glad_SOURCE_DIR}/include)
@@ -104,4 +106,6 @@ target_include_directories(LearnOpenGLDemo PRIVATE ${ReWindow_SOURCE_DIR}/includ
target_link_libraries(LearnOpenGLDemo PRIVATE ReWindowLibrary)
target_link_libraries(LearnOpenGLDemo PUBLIC LearnOpenGL)
target_link_libraries(LearnOpenGLDemo PUBLIC LearnOpenGL)
add_subdirectory(src/demos/SkeletalAnim)

View File

@@ -1,8 +1,30 @@
//
// Created by dawsh on 2/22/24.
//
#pragma once
#ifndef LEARNOPENGL_LEARNOPENGL_H
#define LEARNOPENGL_LEARNOPENGL_H
#define INCLUDE_SKELETAL
#endif //LEARNOPENGL_LEARNOPENGL_H
#ifdef INCLUDE_SKELETAL
// TODO: consider moving to 'Skeletal' directory
#include <LearnOpenGL/Animator.h>
#include <LearnOpenGL/Animation.h>
#include <LearnOpenGL/Bone.h>
#include <LearnOpenGL/BoneInfo.h>
#include <LearnOpenGL/Model.h>
#endif
#include <LearnOpenGL/Camera2D.h>
#include <LearnOpenGL/Camera3D.h>
#include <LearnOpenGL/ComputeShader.h>
#include <LearnOpenGL/CubeMap.h>
#include <LearnOpenGL/FrameBuffer.h>
#include <LearnOpenGL/IndexBuffer.h>
#include <LearnOpenGL/Mesh.h>
#include <LearnOpenGL/Shader.h>
#include <LearnOpenGL/RenderBuffer.h>
#include <LearnOpenGL/Skybox.h>
#include <LearnOpenGL/Texture.h>
#include <LearnOpenGL/Texture2D.h>
#include <LearnOpenGL/Vertex.h>
#include <LearnOpenGL/VertexArray.h>
#include <LearnOpenGL/VertexBuffer.h>
using namespace LearnOpenGL;

View File

@@ -2,30 +2,37 @@
#include <LearnOpenGL/Texture2D.h>
#include <LearnOpenGL/Shader.h>
//#include <LearnOpenGL/Mesh.h>
//#include <LearnOpenGL/Model.h>
#include <rewindow/types/window.h>
class LearnOpenGLDemoWindow : public ReWindow::RWindow
{
public:
LearnOpenGLDemoWindow() : ReWindow::RWindow("LearnOpenGL Window", 1000, 600, RenderingAPI::OPENGL)
{
}
void OnRefresh(float dt) override
{
}
};
int main() {
std::cout << "OpenGL Utility Classes" << std::endl;
auto window = new LearnOpenGLDemoWindow();
window->setRenderer(RenderingAPI::OPENGL);
window->Open();
gladLoadGL();
LearnOpenGL::Texture2D testTexture;
std::cout << glGetString(GL_VERSION) << std::endl;
while (window->isAlive())
{
window->pollEvents();
window->refresh();
}
return 0;
}

View File

@@ -52,13 +52,14 @@ namespace LearnOpenGL
}
void FrameBuffer::AddAttachment(int idx, int internalFormat, int format, int width, int height) {
// TODO: Kick Rocks Until We Update OpenGL
unsigned int rt;
glGenTextures(1, &rt);
glBindTexture(GL_TEXTURE_2D, rt);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, rt, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, rt, 0);
Attachments.push_back(rt);
}

View File

@@ -0,0 +1,18 @@
cmake_minimum_required(VERSION 3.18..3.27)
project(SkeletalAnim
VERSION 1.5
LANGUAGES CXX)
# Redacted Software's ReWindow Library
# One Class Header, Implemented for multiple platforms
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.18.zip
)
add_executable(SkeletalAnim main.cpp)
target_include_directories(SkeletalAnim PRIVATE ${ReWindow_SOURCE_DIR}/include)
target_link_libraries(SkeletalAnim PRIVATE ReWindowLibrary)
target_link_libraries(${PROJECT_NAME} PRIVATE LearnOpenGL)

View File

@@ -0,0 +1,61 @@
#include <LearnOpenGL/LearnOpenGL.h>
#include <rewindow/types/window.h>
class SkeletalAnimationDemo : public ReWindow::RWindow
{
public:
Model ourModel;
Animation animation;
Animator animator;
Shader shader;
Camera3D camera;
SkeletalAnimationDemo() : ReWindow::RWindow("Skeletal Animation Demo", 1024, 768, RenderingAPI::OPENGL)
{
}
void OnRefresh(float dt) override
{
// draw in wireframe
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// pretend there's code
animator.UpdateAnimations(dt);
glClearColor(0.05f, 0.05f, 0.05f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
Matrix4x4 Projection = Matrix4x4::OpenGLPerspProjLH(0, 1, 1, 1);
Matrix4x4 View = camera.GetViewMatrix();
shader.setMat4("projection", Projection);
shader.setMat4("view", View);
auto transforms = animator.GetFinalBoneMatrices();
for (int i = 0; i < transforms.size(); ++i)
shader.setMat4("finalBoneMatrices[" + std::to_string(i) + "]", transforms[i]);
Matrix4x4 model = Matrix4x4(1.f);
model = model.Translate(Vector3(0.f, -0.4f, 0.f));
model = model.Scale({.5f, .5f, .5f});
shader.setMat4("model", model);
ourModel.Draw(shader);
}
protected:
private:
};
int main()
{
auto* window = new SkeletalAnimationDemo();
window->setRenderer(RenderingAPI::OPENGL);
window->Open();
gladLoadGL();
while (window->isAlive())
{
window->pollEvents();
window->refresh();
}
return 0;
}