Fix how loading works before clenaup.

This commit is contained in:
Zed A. Shaw 2026-10-08 14:34:08 -04:00
parent 6d21b7f163
commit a629e16fe2
7 changed files with 19 additions and 15 deletions

View file

@ -67,10 +67,6 @@
"directory": "../assets", "directory": "../assets",
"model_path": "janko_pastorius_anim.glb" "model_path": "janko_pastorius_anim.glb"
}, },
"human_run": {
"directory": "../assets",
"model_path": "janko_pastorius_running.glb"
},
"brick_cube": { "brick_cube": {
"directory": "../assets", "directory": "../assets",
"model_path": "brick_cube_normal.obj" "model_path": "brick_cube_normal.obj"

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@ -6,6 +6,7 @@ layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent; layout (location = 4) in vec3 aBitangent;
layout (location = 5) in ivec4 boneIds; layout (location = 5) in ivec4 boneIds;
layout (location = 6) in vec4 weights; layout (location = 6) in vec4 weights;
layout (location = 7) in int bone_count;
out vec3 FragPos; out vec3 FragPos;
out vec3 Normal; out vec3 Normal;
@ -20,26 +21,30 @@ uniform mat4 lightSpaceMatrix;
uniform bool hasBones; uniform bool hasBones;
const int MAX_BONES = 100; const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCE = 4;
uniform mat4 finalBonesMatrices[MAX_BONES]; uniform mat4 finalBonesMatrices[MAX_BONES];
vec4 AnimateBones() { vec4 AnimateBones() {
vec4 totalPosition = vec4(0.0f); vec4 totalPosition = vec4(0.0f);
for(int i = 0; i < MAX_BONE_INFLUENCE; i++) {
if(boneIds[i] == -1) continue;
if(boneIds[i] >= MAX_BONES) { for(int i = 0; i < bone_count; i++) {
int bone_id = boneIds[i];
if(bone_id >= MAX_BONES) {
totalPosition = vec4(aPos, 1.0f); totalPosition = vec4(aPos, 1.0f);
break; break;
} }
int bone_id = boneIds[i]; // bone found, mark it
vec4 localPosition = finalBonesMatrices[bone_id] * vec4(aPos, 1.0f); vec4 localPosition = finalBonesMatrices[bone_id] * vec4(aPos, 1.0f);
totalPosition += localPosition * weights[i]; totalPosition += localPosition * weights[i];
vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * aNormal; vec3 localNormal = mat3(finalBonesMatrices[bone_id]) * aNormal;
} }
return totalPosition; if(totalPosition == vec4(0.0f)) {
return vec4(aPos, 1.0f);
} else {
return totalPosition;
}
} }
void main() void main()

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@ -2,7 +2,8 @@
#include "model.hpp" #include "model.hpp"
#include "assimp_glm_helpers.hpp" #include "assimp_glm_helpers.hpp"
Animation::Animation(const std::string& animationPath, Model *model) { Animation::Animation(Model *model) {
std::string animationPath = model->directory + "/" + model->model_path;
Assimp::Importer importer; Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate); const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate);

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@ -26,7 +26,7 @@ struct Animation {
Animation() = default; Animation() = default;
Animation(const std::string& animationPath, Model *model); Animation(Model *model);
~Animation() {} ~Animation() {}

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@ -70,4 +70,7 @@ void Mesh::setup_mesh() {
// bone weights // bone weights
glEnableVertexAttribArray(6); glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, weights)); glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, weights));
glEnableVertexAttribArray(7);
glVertexAttribIPointer(7, 1, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, bone_count));
} }

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@ -132,7 +132,6 @@ void Model::SetVertexBoneData(Vertex& vertex, int boneID, float weight)
} }
void Model::ExtractBoneWeightForVertices(std::vector<Vertex>& vertices, aiMesh *mesh, const aiScene* scene) { void Model::ExtractBoneWeightForVertices(std::vector<Vertex>& vertices, aiMesh *mesh, const aiScene* scene) {
for(size_t boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex) { for(size_t boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex) {
int boneID = -1; int boneID = -1;
std::string bone_name = mesh->mBones[boneIndex]->mName.C_Str(); std::string bone_name = mesh->mBones[boneIndex]->mName.C_Str();

View file

@ -88,7 +88,7 @@ struct Scene {
if(thing.animate) { if(thing.animate) {
// LEAK! Just temporary until I can clean up the original code // LEAK! Just temporary until I can clean up the original code
anim = new Animation(model.model_path, &model); anim = new Animation(&model);
// WARNING! Only works with one right now // WARNING! Only works with one right now
animator.PlayAnimation(anim); animator.PlayAnimation(anim);
} }