animate rigged figure
This commit is contained in:
parent
473bf1965b
commit
6a5b56ce95
86
main.cpp
86
main.cpp
@ -7,9 +7,12 @@
|
||||
|
||||
#include "gltf.hpp"
|
||||
#include "gltf_instance.hpp"
|
||||
#include "rigged_simple.hpp"
|
||||
|
||||
#define ROOT_MESH_NODE node_2
|
||||
//#include "rigged_simple.hpp"
|
||||
//#define ROOT_MESH_NODE node_2
|
||||
|
||||
#include "rigged_figure.hpp"
|
||||
#define ROOT_MESH_NODE node_1
|
||||
|
||||
HINSTANCE g_hInstance = NULL;
|
||||
HWND g_hWnd = NULL;
|
||||
@ -380,7 +383,7 @@ HRESULT InitDirect3DDevice()
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
||||
//{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT, 3, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
||||
//{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
|
||||
@ -409,7 +412,8 @@ HRESULT InitDirect3DDevice()
|
||||
|
||||
const Mesh * mesh = ROOT_MESH_NODE.mesh;
|
||||
|
||||
ID3D10Buffer * pVertexBuffers[3];
|
||||
const DWORD dwVertexBufferCount = 4;
|
||||
ID3D10Buffer * pVertexBuffers[dwVertexBufferCount];
|
||||
|
||||
// position
|
||||
bd.Usage = D3D10_USAGE_DEFAULT;
|
||||
@ -450,18 +454,36 @@ HRESULT InitDirect3DDevice()
|
||||
return hr;
|
||||
}
|
||||
|
||||
// normals
|
||||
bd.Usage = D3D10_USAGE_DEFAULT;
|
||||
bd.ByteWidth = mesh->normal_size;
|
||||
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
bd.CPUAccessFlags = 0;
|
||||
bd.MiscFlags = 0;
|
||||
initData.pSysMem = mesh->normal;
|
||||
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &pVertexBuffers[3]);
|
||||
if (FAILED(hr)) {
|
||||
print("CreateBuffer\n");
|
||||
return hr;
|
||||
}
|
||||
|
||||
UINT stride[] = {
|
||||
(sizeof (mesh->position[0])),
|
||||
(sizeof (mesh->weights_0[0])),
|
||||
(sizeof (mesh->joints_0[0])),
|
||||
(sizeof (mesh->normal[0])),
|
||||
};
|
||||
UINT offset[] = { 0, 0, 0 };
|
||||
g_pd3dDevice->IASetVertexBuffers(0, 3, pVertexBuffers, stride, offset);
|
||||
UINT offset[] = { 0, 0, 0, 0 };
|
||||
g_pd3dDevice->IASetVertexBuffers(0, dwVertexBufferCount, pVertexBuffers, stride, offset);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// index buffer
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
assert(accessor_3_length == accessor_2_length);
|
||||
assert(accessor_3_length == accessor_4_length);
|
||||
assert(accessor_3_length == accessor_1_length);
|
||||
|
||||
bd.Usage = D3D10_USAGE_DEFAULT;
|
||||
bd.ByteWidth = mesh->indices_size;
|
||||
//bd.ByteWidth = (sizeof (DWORD)) * indices_length;
|
||||
@ -484,8 +506,8 @@ HRESULT InitDirect3DDevice()
|
||||
D3DXMatrixIdentity(&g_World1);
|
||||
D3DXMatrixIdentity(&g_World2);
|
||||
|
||||
D3DXVECTOR3 Eye(0.0f, 0.0f, -10.0f);
|
||||
D3DXVECTOR3 At(0.0f, 0.0f, 0.0f);
|
||||
D3DXVECTOR3 Eye(0.0f, 1.0f, -1.5f);
|
||||
D3DXVECTOR3 At(0.0f, 0.5f, 0.0f);
|
||||
D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
|
||||
D3DXMatrixLookAtLH(&g_View, &Eye, &At, &Up);
|
||||
|
||||
@ -555,6 +577,7 @@ static inline D3DXMATRIX MatrixTRS(const D3DXVECTOR3 * translation,
|
||||
D3DXMATRIX mScaling;
|
||||
D3DXMatrixScaling(&mScaling, scaling->x, scaling->y, scaling->z);
|
||||
|
||||
//return mScaling * mRotation * mTranslation;
|
||||
return mScaling * mRotation * mTranslation;
|
||||
}
|
||||
|
||||
@ -583,7 +606,8 @@ static inline float Lerp(const float * frames, float t, int frame_ix)
|
||||
return (t - frames[frame_ix]) / (frames[frame_ix + 1] - frames[frame_ix]);
|
||||
}
|
||||
|
||||
D3DXMATRIX mJoints[2];
|
||||
const int joints_length = (sizeof (skin_0__joints)) / (sizeof (skin_0__joints[0]));
|
||||
D3DXMATRIX mJoints[joints_length];
|
||||
|
||||
NodeInstance node_inst[nodes_length];
|
||||
|
||||
@ -593,6 +617,9 @@ void InitializeNodeInstances()
|
||||
node_inst[i].translation = nodes[i]->translation;
|
||||
node_inst[i].rotation = nodes[i]->rotation;
|
||||
node_inst[i].scale = nodes[i]->scale;
|
||||
//node_inst[i].translation = D3DXVECTOR3(0, 0, 0);
|
||||
//node_inst[i].rotation = D3DXQUATERNION(0, 0, 0, 1);
|
||||
//node_inst[i].scale = D3DXVECTOR3(1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -604,6 +631,20 @@ void VectorLerp(D3DXVECTOR3 * output,
|
||||
*output = *a + t * (*b - *a);
|
||||
}
|
||||
|
||||
D3DXMATRIX GlobalTransform(int node_ix)
|
||||
{
|
||||
const NodeInstance * instance = &node_inst[node_ix];
|
||||
const Node * node = nodes[node_ix];
|
||||
D3DXMATRIX local_transform = MatrixTRS(&instance->translation,
|
||||
&instance->rotation,
|
||||
&instance->scale);
|
||||
if (((int)node->parent_ix) >= 0) {
|
||||
return local_transform * GlobalTransform(node->parent_ix);
|
||||
} else {
|
||||
return local_transform;
|
||||
}
|
||||
}
|
||||
|
||||
void Animate(float t)
|
||||
{
|
||||
const AnimationChannel * channels = animation_0__channels;
|
||||
@ -619,6 +660,7 @@ void Animate(float t)
|
||||
float lerp = Lerp(input, t, frame_ix);
|
||||
|
||||
// sample all channels
|
||||
if (1)
|
||||
for (int i = 0; i < channels_length; i++) {
|
||||
const AnimationSampler * sampler = channels[i].sampler;
|
||||
NodeInstance * instance = &node_inst[channels[i].target.node_ix];
|
||||
@ -639,7 +681,6 @@ void Animate(float t)
|
||||
&output[frame_ix],
|
||||
&output[frame_ix+1],
|
||||
lerp);
|
||||
|
||||
break;
|
||||
}
|
||||
case ACP__SCALE:
|
||||
@ -659,23 +700,13 @@ void Animate(float t)
|
||||
|
||||
// transform all joints
|
||||
const Skin * skin = ROOT_MESH_NODE.skin;
|
||||
assert(skin->joints_length == 2);
|
||||
for (DWORD i = 0; i < skin->joints_length; i++) {
|
||||
const int joint_ix = skin->joints[i];
|
||||
const NodeInstance * instance = &node_inst[joint_ix];
|
||||
assert(joint_ix >= 0);
|
||||
|
||||
const D3DXMATRIX& inverse_bind_matrix = skin->inverse_bind_matrices[i];
|
||||
|
||||
// T * R * S
|
||||
//&instance->translation,
|
||||
//&instance->scale
|
||||
D3DXVECTOR3 translation = D3DXVECTOR3(0, 0, 0);
|
||||
D3DXVECTOR3 scale = D3DXVECTOR3(1, 1, 1);
|
||||
D3DXMATRIX global_transform = MatrixTRS(&instance->translation,
|
||||
&instance->rotation,
|
||||
&instance->scale);
|
||||
|
||||
mJoints[i] = inverse_bind_matrix * global_transform;
|
||||
mJoints[i] = inverse_bind_matrix * GlobalTransform(joint_ix);
|
||||
}
|
||||
}
|
||||
|
||||
@ -692,16 +723,17 @@ void Render()
|
||||
t = (dwTimeCur - dwTimeStart) / 1000.0f;
|
||||
#endif
|
||||
|
||||
D3DXMatrixIdentity(&mJoints[0]);
|
||||
D3DXMatrixIdentity(&mJoints[1]);
|
||||
for (int i = 0; i < joints_length; i++) {
|
||||
D3DXMatrixIdentity(&mJoints[i]);
|
||||
}
|
||||
Animate(t);
|
||||
|
||||
// first cube
|
||||
|
||||
D3DXMATRIX rx;
|
||||
D3DXMATRIX ry;
|
||||
D3DXMatrixRotationX(&ry, D3DX_PI * -0.5);
|
||||
D3DXMatrixRotationZ(&rx, D3DX_PI * 0.5);
|
||||
D3DXMatrixRotationX(&ry, (float)D3DX_PI * -0.5f);
|
||||
D3DXMatrixRotationZ(&rx, (float)D3DX_PI * 0.5f + t * 0.5f);
|
||||
D3DXMatrixMultiply(&g_World1,
|
||||
&rx,
|
||||
&ry);
|
||||
@ -736,7 +768,7 @@ void Render()
|
||||
g_pWorldVariable->SetMatrix((float *)&g_World1);
|
||||
g_pDiffuseVariable->SetResource(g_pTextureShaderResourceView);
|
||||
|
||||
g_pJointVariable->SetMatrixArray((float *)mJoints, 0, 2);
|
||||
g_pJointVariable->SetMatrixArray((float *)mJoints, 0, joints_length);
|
||||
|
||||
// color
|
||||
g_pOutputColorVariable->SetFloatVector((float *)&vLightColors[0]);
|
||||
|
||||
23
main.fx
23
main.fx
@ -2,7 +2,7 @@ matrix World;
|
||||
matrix View;
|
||||
matrix Projection;
|
||||
|
||||
matrix mJoint[2];
|
||||
matrix mJoint[20];
|
||||
|
||||
float4 vLightDir[2];
|
||||
float4 vLightColor[2];
|
||||
@ -20,7 +20,7 @@ struct VS_INPUT
|
||||
float4 Pos : POSITION;
|
||||
float4 Weight : TEXCOORD0;
|
||||
float4 Joint : TEXCOORD1;
|
||||
//float3 Normal : NORMAL;
|
||||
float3 Normal : NORMAL;
|
||||
//float2 Tex : TEXCOORD;
|
||||
};
|
||||
|
||||
@ -29,7 +29,7 @@ struct PS_INPUT
|
||||
float4 Pos : SV_POSITION;
|
||||
float4 Weight : TEXCOORD0;
|
||||
float4 Joint : TEXCOORD1;
|
||||
//float3 Normal : TEXCOORD0;
|
||||
float3 Normal : TEXCOORD2;
|
||||
//float2 Tex : TEXCOORD1;
|
||||
};
|
||||
|
||||
@ -52,30 +52,27 @@ PS_INPUT VS(VS_INPUT input)
|
||||
output.Weight = input.Weight;
|
||||
output.Joint = input.Joint;
|
||||
|
||||
//output.Normal = mul(input.Normal, World);
|
||||
//output.Tex = input.Tex;
|
||||
output.Normal = mul(input.Normal, mSkin);
|
||||
output.Normal = mul(output.Normal, World);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
/*
|
||||
float4 PS(PS_INPUT input) : SV_Target
|
||||
{
|
||||
float4 texColor = txDiffuse.Sample(samLinear, input.Tex);
|
||||
|
||||
float4 intensityColor = 0;
|
||||
float4 intensityColor = float4(0.2, 0.2, 0.2, 0.0);
|
||||
for (int i = 0; i < 2; i++) {
|
||||
intensityColor += saturate(dot((float3)vLightDir[i], input.Normal) * vLightColor[i]);
|
||||
}
|
||||
intensityColor.a = 1;
|
||||
|
||||
return texColor * intensityColor;
|
||||
return intensityColor;
|
||||
}
|
||||
*/
|
||||
|
||||
float4 PSSolid(PS_INPUT input) : SV_Target
|
||||
{
|
||||
//return vOutputColor;
|
||||
return float4(input.Weight.xy, input.Joint.y, 1);
|
||||
return float4(input.Weight.xyz, 1);
|
||||
}
|
||||
|
||||
technique10 Render
|
||||
@ -84,7 +81,7 @@ technique10 Render
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_4_0, VS()));
|
||||
SetGeometryShader(NULL);
|
||||
SetPixelShader(CompileShader(ps_4_0, PSSolid()));
|
||||
SetPixelShader(CompileShader(ps_4_0, PS()));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
3786
rigged_figure.hpp
Normal file
3786
rigged_figure.hpp
Normal file
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user