Fix how loading works before clenaup.
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parent
6d21b7f163
commit
a629e16fe2
7 changed files with 19 additions and 15 deletions
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@ -67,10 +67,6 @@
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"directory": "../assets",
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"directory": "../assets",
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"model_path": "janko_pastorius_anim.glb"
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"model_path": "janko_pastorius_anim.glb"
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},
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},
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"human_run": {
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"directory": "../assets",
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"model_path": "janko_pastorius_running.glb"
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},
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"brick_cube": {
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"brick_cube": {
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"directory": "../assets",
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"directory": "../assets",
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"model_path": "brick_cube_normal.obj"
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"model_path": "brick_cube_normal.obj"
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@ -6,6 +6,7 @@ layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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layout (location = 4) in vec3 aBitangent;
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layout (location = 5) in ivec4 boneIds;
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layout (location = 5) in ivec4 boneIds;
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layout (location = 6) in vec4 weights;
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layout (location = 6) in vec4 weights;
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layout (location = 7) in int bone_count;
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out vec3 FragPos;
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out vec3 FragPos;
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out vec3 Normal;
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out vec3 Normal;
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@ -20,26 +21,30 @@ uniform mat4 lightSpaceMatrix;
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uniform bool hasBones;
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uniform bool hasBones;
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const int MAX_BONES = 100;
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const int MAX_BONES = 100;
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const int MAX_BONE_INFLUENCE = 4;
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uniform mat4 finalBonesMatrices[MAX_BONES];
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uniform mat4 finalBonesMatrices[MAX_BONES];
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vec4 AnimateBones() {
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vec4 AnimateBones() {
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vec4 totalPosition = vec4(0.0f);
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vec4 totalPosition = vec4(0.0f);
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for(int i = 0; i < MAX_BONE_INFLUENCE; i++) {
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if(boneIds[i] == -1) continue;
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if(boneIds[i] >= MAX_BONES) {
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for(int i = 0; i < bone_count; i++) {
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int bone_id = boneIds[i];
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if(bone_id >= MAX_BONES) {
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totalPosition = vec4(aPos, 1.0f);
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totalPosition = vec4(aPos, 1.0f);
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break;
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break;
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}
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}
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int bone_id = boneIds[i];
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// bone found, mark it
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vec4 localPosition = finalBonesMatrices[bone_id] * vec4(aPos, 1.0f);
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vec4 localPosition = finalBonesMatrices[bone_id] * vec4(aPos, 1.0f);
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totalPosition += localPosition * weights[i];
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totalPosition += localPosition * weights[i];
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vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * aNormal;
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vec3 localNormal = mat3(finalBonesMatrices[bone_id]) * aNormal;
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}
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}
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return totalPosition;
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if(totalPosition == vec4(0.0f)) {
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return vec4(aPos, 1.0f);
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} else {
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return totalPosition;
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}
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}
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}
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void main()
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void main()
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@ -2,7 +2,8 @@
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#include "model.hpp"
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#include "model.hpp"
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#include "assimp_glm_helpers.hpp"
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#include "assimp_glm_helpers.hpp"
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Animation::Animation(const std::string& animationPath, Model *model) {
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Animation::Animation(Model *model) {
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std::string animationPath = model->directory + "/" + model->model_path;
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Assimp::Importer importer;
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate);
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const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate);
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@ -26,7 +26,7 @@ struct Animation {
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Animation() = default;
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Animation() = default;
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Animation(const std::string& animationPath, Model *model);
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Animation(Model *model);
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~Animation() {}
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~Animation() {}
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@ -70,4 +70,7 @@ void Mesh::setup_mesh() {
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// bone weights
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// bone weights
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glEnableVertexAttribArray(6);
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, weights));
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, weights));
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glEnableVertexAttribArray(7);
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glVertexAttribIPointer(7, 1, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, bone_count));
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}
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}
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@ -132,7 +132,6 @@ void Model::SetVertexBoneData(Vertex& vertex, int boneID, float weight)
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}
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}
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void Model::ExtractBoneWeightForVertices(std::vector<Vertex>& vertices, aiMesh *mesh, const aiScene* scene) {
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void Model::ExtractBoneWeightForVertices(std::vector<Vertex>& vertices, aiMesh *mesh, const aiScene* scene) {
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for(size_t boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex) {
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for(size_t boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex) {
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int boneID = -1;
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int boneID = -1;
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std::string bone_name = mesh->mBones[boneIndex]->mName.C_Str();
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std::string bone_name = mesh->mBones[boneIndex]->mName.C_Str();
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@ -88,7 +88,7 @@ struct Scene {
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if(thing.animate) {
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if(thing.animate) {
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// LEAK! Just temporary until I can clean up the original code
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// LEAK! Just temporary until I can clean up the original code
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anim = new Animation(model.model_path, &model);
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anim = new Animation(&model);
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// WARNING! Only works with one right now
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// WARNING! Only works with one right now
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animator.PlayAnimation(anim);
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animator.PlayAnimation(anim);
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}
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}
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