Ik revision
[carveJwlIkooP6JGAAIwe30JlM.git] / anim_test.h
1 #ifndef ANIM_TEST_H
2 #define ANIM_TEST_H
3
4 #include "player.h"
5 #include "skeleton.h"
6 #include "shaders/viewchar.h"
7
8 static struct
9 {
10 struct skeleton skele;
11 struct skeleton_anim *anim_stand, *anim_highg;
12
13 glmesh mesh;
14 }
15 animtest;
16
17 static void anim_test_start(void)
18 {
19 mdl_header *johannes = mdl_load( "models/ch_new.mdl" );
20 skeleton_setup( &animtest.skele, johannes );
21 animtest.anim_stand = skeleton_get_anim( &animtest.skele, "pose_stand" );
22 animtest.anim_highg = skeleton_get_anim( &animtest.skele, "pose_highg" );
23 mdl_unpack_glmesh( johannes, &animtest.mesh );
24
25 free( johannes );
26 }
27
28 static void anim_test_update(void)
29 {
30 player_freecam();
31 player_camera_update();
32
33 m4x3f transform;
34 m4x3_identity( transform );
35
36 v4f qt;
37 q_axis_angle( qt, (v3f){0.0f,1.0f,0.0f}, vg_time*1.2f );
38 q_m3x3( qt, transform );
39
40 mdl_keyframe apose[32],
41 bpose[32];
42
43 float a = sinf(vg_time)*0.5f+0.5f,
44 b = (sinf(vg_time*2.0f)*0.5f+0.5f)*(15.0f/30.0f);
45
46 skeleton_sample_anim( &animtest.skele, animtest.anim_stand, b, apose );
47 skeleton_sample_anim( &animtest.skele, animtest.anim_highg, b, bpose );
48
49 skeleton_lerp_pose( &animtest.skele, apose, bpose, a, apose );
50 skeleton_apply_pose( &animtest.skele, apose, k_anim_apply_defer_ik );
51 skeleton_apply_ik_pass( &animtest.skele );
52 skeleton_apply_pose( &animtest.skele, apose, k_anim_apply_deffered_only );
53 skeleton_apply_inverses( &animtest.skele );
54 skeleton_apply_transform( &animtest.skele, transform );
55
56 skeleton_debug( &animtest.skele );
57 }
58
59 static void anim_test_render( vg_tex2d *tex )
60 {
61 m4x4f world_4x4;
62 m4x3_expand( player.camera_inverse, world_4x4 );
63
64 gpipeline.fov = 60.0f;
65 m4x4_projection( vg_pv, gpipeline.fov,
66 (float)vg_window_x / (float)vg_window_y,
67 0.1f, 2100.0f );
68
69 m4x4_mul( vg_pv, world_4x4, vg_pv );
70 glEnable( GL_DEPTH_TEST );
71
72 shader_viewchar_use();
73 vg_tex2d_bind( tex, 0 );
74 shader_viewchar_uTexMain( 0 );
75 shader_viewchar_uPv( vg_pv );
76 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
77 animtest.skele.bone_count,
78 0,
79 (float *)animtest.skele.final_mtx );
80
81 mesh_bind( &animtest.mesh );
82 mesh_draw( &animtest.mesh );
83
84 glDisable( GL_DEPTH_TEST );
85 vg_lines_drawall( (float *)vg_pv );
86 }
87
88 #endif /* ANIM_TEST_H */