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cc2eba1352
...
dc76986cd3
1
.gitattributes
vendored
1
.gitattributes
vendored
@ -1,4 +1,3 @@
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*.bmp filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.anim filter=lfs diff=lfs merge=lfs -text
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@ -1,65 +0,0 @@
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import bpy
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def append_layered_action_5_0(source_obj_name, target_obj_name):
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source_obj = bpy.data.objects.get(source_obj_name)
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target_obj = bpy.data.objects.get(target_obj_name)
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if not (source_obj and target_obj):
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print("Ошибка: Объекты не найдены")
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return
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src_action = source_obj.animation_data.action
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tgt_action = target_obj.animation_data.action
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# 1. Получаем слои (обычно первый)
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src_layer = src_action.layers[0]
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tgt_layer = tgt_action.layers[0]
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# 2. Получаем стрипы
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src_strip = src_layer.strips[0]
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tgt_strip = tgt_layer.strips[0]
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# Смещение (опираемся на конец диапазона целевого экшена)
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offset = tgt_action.frame_range[1]
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# 3. Итерируемся по channelbags в исходном стрипе
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for src_bag in src_strip.channelbags:
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# Ищем или создаем соответствующий bag в целевом стрипе
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# Обычно они сопоставляются по имени или типу (например, 'Keyframe Channel Bag')
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# В простейшем случае берем первый или сопоставляем по индексу
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dst_bag = None
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if len(tgt_strip.channelbags) > 0:
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# Пытаемся найти по названию (если оно есть) или берем тот же индекс
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dst_bag = tgt_strip.channelbags[0]
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if not dst_bag:
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# Если в целевом стрипе нет сумок, это странно, но можно создать
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# (Метод создания может зависеть от конкретного подтипа стрипа в 5.0)
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continue
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#print(f"Обработка channelbag: {src_bag.name}, кривых: {len(src_bag.fcurves)}")
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# 4. Итерируемся по fcurves внутри сумки
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for src_fcurve in src_bag.fcurves:
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dst_fcurve = dst_bag.fcurves.find(src_fcurve.data_path, index=src_fcurve.array_index)
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if not dst_fcurve:
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dst_fcurve = dst_bag.fcurves.new(data_path=src_fcurve.data_path, index=src_fcurve.array_index)
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# 5. Копируем ключи с офсетом
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for keyframe in src_fcurve.keyframe_points:
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new_frame = keyframe.co[0] + offset
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new_value = keyframe.co[1]
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new_kp = dst_fcurve.keyframe_points.insert(new_frame, new_value, options={'FAST'})
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new_kp.interpolation = keyframe.interpolation
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# Обновляем интерполяцию
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for fc in dst_bag.fcurves:
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fc.update()
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print(f"Анимация успешно дозаписана. Новый конец: {tgt_action.frame_range[1]}")
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append_layered_action_5_0('Armature.001', 'Armature')
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@ -1,228 +0,0 @@
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import bpy
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import bmesh
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#!
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# Имена mesh и арматуры
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mesh_name = "Joined"
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armature_name = "Armature"
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# Находим объект mesh по имени
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mesh_obj = bpy.data.objects.get(mesh_name)
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# Находим объект арматуры по имени
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armature_obj = bpy.data.objects.get(armature_name)
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# Устанавливаем текущий кадр на 0
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bpy.context.scene.frame_set(0)
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# Принудительно обновляем сцену, чтобы применить анимацию
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bpy.context.view_layer.update()
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# Открываем файл для записи
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with open("C:\\Work\\Media\\witcher\\2026-04-13\\output\\gg_stand_idle001.txt", "w") as file:
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# Обработка арматуры и анимации
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if armature_obj and armature_obj.type == 'ARMATURE':
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file.write("=== Armature Matrix ===\n")
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for row in armature_obj.matrix_world:
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file.write(f"{row}\n")
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file.write(f"=== Armature Bones: {len(armature_obj.data.bones)}\n")
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for bone in armature_obj.data.bones:
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# Записываем имя кости, длину и связи
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file.write(f"Bone: {bone.name}\n")
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file.write(f" HEAD_LOCAL: {bone.head_local}\n")
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file.write(f" TAIL_LOCAL: {bone.tail_local}\n")
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file.write(f" Length: {(bone.tail_local - bone.head_local).length}\n")
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for row in bone.matrix:
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file.write(f" {row}\n")
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file.write(f" Parent: {bone.parent.name if bone.parent else 'None'}\n")
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file.write(f" Children: {[child.name for child in bone.children]}\n")
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# Обработка mesh
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if mesh_obj and mesh_obj.type == 'MESH':
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# Создаем копию mesh, чтобы не изменять оригинал
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mesh_copy = mesh_obj.copy()
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mesh_copy.data = mesh_obj.data.copy()
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bpy.context.collection.objects.link(mesh_copy)
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# Убедимся, что объект активен
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bpy.context.view_layer.objects.active = mesh_copy
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mesh_copy.select_set(True)
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# Применяем модификатор Armature (если он есть)
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for modifier in mesh_copy.modifiers:
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if modifier.type == 'ARMATURE':
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# Включаем модификатор, если он отключен
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if not modifier.show_viewport:
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modifier.show_viewport = True
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if not modifier.show_render:
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modifier.show_render = True
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# Проверяем, что модификатор связан с арматурой
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if modifier.object is None:
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print(f"Модификатор Armature на объекте {mesh_copy.name} не связан с арматурой. Пропускаем.")
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continue
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# Временно применяем модификатор, чтобы получить правильные координаты вершин
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try:
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bpy.ops.object.modifier_apply(modifier=modifier.name)
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except RuntimeError as e:
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print(f"Ошибка при применении модификатора Armature: {e}")
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continue
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# Переходим в режим редактирования
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bpy.ops.object.mode_set(mode='EDIT')
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# Получаем BMesh представление mesh
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bm = bmesh.from_edit_mesh(mesh_copy.data)
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# Записываем список вершин
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file.write(f"===Vertices: {len(bm.verts)}\n")
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for vertex in bm.verts:
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file.write(f"Vertex {vertex.index}: {vertex.co}\n")
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# Убедимся, что у меша есть UV слой
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uv_layer = bm.loops.layers.uv.active
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if not uv_layer:
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file.write("UV слой не найден.\n")
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if uv_layer:
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file.write(f"===UV Coordinates:\n")
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file.write(f"Face count: {len(bm.faces)}\n")
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for face in bm.faces:
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file.write(f"Face {face.index}\n")
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file.write(f"UV Count: {len(face.loops)}\n")
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for loop in face.loops:
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uv_coords = loop[uv_layer].uv
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file.write(f" UV {uv_coords}\n")
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# Записываем нормали
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file.write(f"===Normals:\n")
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for vertex in bm.verts:
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file.write(f"Vertex {vertex.index}: Normal {vertex.normal}\n")
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# Записываем треугольники (индексы вершин)
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file.write(f"===Triangles: {len(bm.faces)}\n")
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for face in bm.faces:
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if len(face.verts) == 3: # Проверяем, что это треугольник
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verts_indices = [vert.index for vert in face.verts]
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file.write(f"Triangle: {verts_indices}\n")
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# Возвращаемся в объектный режим
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bpy.ops.object.mode_set(mode='OBJECT')
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# Записываем веса вершин
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file.write("=== Vertex Weights (Max 5 bones per vertex) ===\n")
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MAX_BONES = 5
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for vertex in mesh_copy.data.vertices:
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# Извлекаем все группы и веса для текущей вершины
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all_weights = []
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for group_element in vertex.groups:
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all_weights.append({
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'index': group_element.group,
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'weight': group_element.weight
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})
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# Если костей больше лимита, фильтруем и перераспределяем
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if len(all_weights) > MAX_BONES:
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# Сортируем по весу (от большего к меньшему)
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all_weights.sort(key=lambda x: x['weight'], reverse=True)
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# Берем только топ-5
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kept_weights = all_weights[:MAX_BONES]
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# Считаем сумму весов оставшихся костей для нормализации
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total_weight = sum(gw['weight'] for gw in kept_weights)
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if total_weight > 0:
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for gw in kept_weights:
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gw['weight'] /= total_weight
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else:
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# На случай, если у всех веса были по 0.0 (редкий баг меша)
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kept_weights[0]['weight'] = 1.0
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final_weights = kept_weights
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else:
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final_weights = all_weights
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file.write(f"Vertex {vertex.index}:\n")
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file.write(f"Vertex groups: {len(final_weights)}\n")
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for gw in final_weights:
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group_name = mesh_copy.vertex_groups[gw['index']].name
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file.write(f" Group: '{group_name}', Weight: {gw['weight']:.6f}\n")
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# Удаляем временную копию mesh
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bpy.data.objects.remove(mesh_copy)
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else:
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file.write(f"Объект с именем '{mesh_name}' не найден или не является mesh.\n")
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# Обработка арматуры и анимации
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if armature_obj and armature_obj.type == 'ARMATURE':
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# Получаем все ключевые кадры для арматуры
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file.write("=== Animation Keyframes ===\n")
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if armature_obj.animation_data and armature_obj.animation_data.action:
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action = armature_obj.animation_data.action
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# Собираем все уникальные ключевые кадры
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keyframes = set()
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# Логика для Blender 5.0 (Strip-based / ChannelBag structure)
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if hasattr(action, "layers"):
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for layer in action.layers:
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if hasattr(layer, "strips"):
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for strip in layer.strips:
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# Проверяем наличие channelbags (согласно вашему dir(strip))
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if hasattr(strip, "channelbags"):
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for bag in strip.channelbags:
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for fcurve in bag.fcurves:
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for keyframe in fcurve.keyframe_points:
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keyframes.add(int(keyframe.co[0]))
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# На случай, если в этой версии используется единственное число
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elif hasattr(strip, "channelbag") and strip.channelbag:
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for fcurve in strip.channelbag.fcurves:
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for keyframe in fcurve.keyframe_points:
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keyframes.add(int(keyframe.co[0]))
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# Фоллбек для Legacy экшенов
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if not keyframes and hasattr(action, "fcurves"):
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for fcurve in action.fcurves:
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for keyframe in fcurve.keyframe_points:
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keyframes.add(int(keyframe.co[0]))
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keyframes = sorted(keyframes)
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# Сортируем ключевые кадры
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keyframes = sorted(keyframes)
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# Сохраняем координаты и матрицы поворота для каждой кости на каждом ключевом кадре
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file.write("=== Bone Transforms per Keyframe ===\n")
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file.write(f"Keyframes: {len(keyframes)}\n")
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for frame in keyframes:
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# Устанавливаем текущий кадр
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bpy.context.scene.frame_set(frame)
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bpy.context.view_layer.update() # Обновляем сцену
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file.write(f"Frame: {frame}\n")
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for bone in armature_obj.pose.bones:
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# Получаем координаты и матрицу поворота кости в мировом пространстве
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matrix = bone.matrix
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location = matrix.translation
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rotation = matrix.to_euler()
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# Записываем данные
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file.write(f" Bone: {bone.name}\n")
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file.write(f" Location: {location}\n")
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file.write(f" Rotation: {rotation}\n")
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file.write(f" Matrix:\n")
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for row in matrix:
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file.write(f" {row}\n")
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else:
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file.write(f"Объект с именем '{armature_name}' не найден или не является арматурой.\n")
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print("Данные сохранены в файл 'mesh_armature_and_animation_data.txt'")
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@ -1,312 +0,0 @@
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#!/usr/bin/env python3
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"""
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Convert a text-based bone animation file to the BSAF binary format.
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Usage:
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python convert_anim_to_binary.py <input.txt> <output.bin>
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Binary format (BSAF v1) -- all values little-endian:
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HEADER
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4 bytes magic "BSAF"
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uint32 version (1)
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BONES
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uint32 numBones
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per bone:
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3 x float boneStartWorld (from HEAD_LOCAL)
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float boneLength
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9 x float 3x3 rotation matrix (row-major)
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int32 parentIndex (-1 if none)
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uint32 numChildren
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numChildren x int32 childIndices
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VERTICES
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uint32 numVertices
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numVertices x 3 x float positions
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UV COORDINATES
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uint32 numFaces
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numFaces x 6 x float 3 UV pairs per face (u0,v0,u1,v1,u2,v2)
|
||||
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NORMALS
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numVertices x 3 x float normals
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||||
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TRIANGLES
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uint32 numTriangles
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numTriangles x 3 x int32 vertex indices
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||||
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VERTEX WEIGHTS
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per vertex (numVertices):
|
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uint32 numGroups
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numGroups x (int32 boneIndex, float weight)
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ANIMATION KEYFRAMES
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uint32 numKeyframes
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per keyframe:
|
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int32 frameNumber
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per bone (numBones, in index order 0..N-1):
|
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3 x float location
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||||
16 x float 4x4 matrix (row-major)
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||||
"""
|
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import struct
|
||||
import re
|
||||
import sys
|
||||
|
||||
|
||||
def parse_floats(line):
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||||
return [float(x) for x in re.findall(r'[-]?\d+\.\d+', line)]
|
||||
|
||||
|
||||
def parse_first_int(line):
|
||||
m = re.search(r'\d+', line)
|
||||
if m:
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||||
return int(m.group())
|
||||
raise ValueError(f"No integer found in: {line}")
|
||||
|
||||
|
||||
def parse_children(line):
|
||||
return re.findall(r"'([^']+)'", line)
|
||||
|
||||
|
||||
def convert(input_path, output_path):
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||||
with open(input_path, 'r', encoding='utf-8', errors='replace') as f:
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lines = f.readlines()
|
||||
|
||||
idx = 0
|
||||
|
||||
def next_line():
|
||||
nonlocal idx
|
||||
line = lines[idx].rstrip()
|
||||
idx += 1
|
||||
return line
|
||||
|
||||
# --- Skip armature matrix (5 lines) ---
|
||||
for _ in range(5):
|
||||
next_line()
|
||||
|
||||
# --- Bone count ---
|
||||
line = next_line() # "=== Armature Bones: 65"
|
||||
num_bones = parse_first_int(line)
|
||||
|
||||
bone_names = []
|
||||
bones = []
|
||||
bone_parent_names = []
|
||||
bone_children_names = []
|
||||
|
||||
for _ in range(num_bones):
|
||||
bone = {}
|
||||
|
||||
# "Bone: mixamorig:Hips"
|
||||
line = next_line()
|
||||
bone_name = line[6:]
|
||||
bone_names.append(bone_name)
|
||||
|
||||
# " HEAD_LOCAL: <Vector (x, y, z)>"
|
||||
line = next_line()
|
||||
bone['head'] = parse_floats(line)[:3]
|
||||
|
||||
# " TAIL_LOCAL: ..." -- skip
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||||
next_line()
|
||||
|
||||
# " Length: 0.123"
|
||||
line = next_line()
|
||||
bone['length'] = parse_floats(line)[0]
|
||||
|
||||
# 3x3 matrix (3 rows)
|
||||
mat = []
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||||
for _ in range(3):
|
||||
mat.extend(parse_floats(next_line()))
|
||||
bone['matrix_3x3'] = mat
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||||
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||||
# " Parent: None" or " Parent: boneName"
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||||
line = next_line()
|
||||
if line == " Parent: None":
|
||||
bone_parent_names.append(None)
|
||||
else:
|
||||
bone_parent_names.append(line[10:])
|
||||
|
||||
# " Children: ['a', 'b'] or []"
|
||||
line = next_line()
|
||||
bone_children_names.append(parse_children(line))
|
||||
|
||||
bones.append(bone)
|
||||
|
||||
# Build name -> index map
|
||||
name_to_idx = {name: i for i, name in enumerate(bone_names)}
|
||||
|
||||
# Resolve parent / child indices
|
||||
for i in range(num_bones):
|
||||
if bone_parent_names[i] is None:
|
||||
bones[i]['parent'] = -1
|
||||
else:
|
||||
bones[i]['parent'] = name_to_idx[bone_parent_names[i]]
|
||||
bones[i]['children'] = [name_to_idx[c] for c in bone_children_names[i]]
|
||||
|
||||
# --- Vertices ---
|
||||
line = next_line() # "===Vertices: 5140"
|
||||
num_vertices = parse_first_int(line)
|
||||
|
||||
vertices = []
|
||||
for _ in range(num_vertices):
|
||||
vertices.append(parse_floats(next_line())[:3])
|
||||
|
||||
# --- UV Coordinates ---
|
||||
next_line() # "===UV Coordinates:"
|
||||
line = next_line() # "Face count: 8602"
|
||||
num_faces = parse_first_int(line)
|
||||
|
||||
uvs = []
|
||||
for _ in range(num_faces):
|
||||
next_line() # "Face N"
|
||||
next_line() # "UV Count: 3"
|
||||
face_uvs = []
|
||||
for _ in range(3):
|
||||
face_uvs.extend(parse_floats(next_line())[:2])
|
||||
uvs.append(face_uvs) # 6 floats
|
||||
|
||||
# --- Normals ---
|
||||
next_line() # "===Normals:"
|
||||
|
||||
normals = []
|
||||
for _ in range(num_vertices):
|
||||
normals.append(parse_floats(next_line())[:3])
|
||||
|
||||
# --- Triangles ---
|
||||
line = next_line() # "===Triangles: 8602"
|
||||
num_triangles = parse_first_int(line)
|
||||
|
||||
triangles = []
|
||||
for _ in range(num_triangles):
|
||||
line = next_line()
|
||||
ints = [int(x) for x in re.findall(r'[-]?\d+', line)]
|
||||
triangles.append(ints[:3])
|
||||
|
||||
# --- Vertex Weights ---
|
||||
next_line() # "=== Vertex Weights ..."
|
||||
|
||||
vertex_weights = []
|
||||
for _ in range(num_vertices):
|
||||
next_line() # "Vertex N:"
|
||||
line = next_line() # "Vertex groups: 2"
|
||||
num_groups = parse_first_int(line)
|
||||
|
||||
groups = []
|
||||
for _ in range(num_groups):
|
||||
line = next_line()
|
||||
m = re.search(r"'([^']+)'.*?([-]?\d+\.\d+)", line)
|
||||
bone_name = m.group(1)
|
||||
weight = float(m.group(2))
|
||||
groups.append((name_to_idx[bone_name], weight))
|
||||
|
||||
vertex_weights.append(groups)
|
||||
|
||||
# --- Animation Keyframes ---
|
||||
next_line() # "=== Animation Keyframes ==="
|
||||
next_line() # "=== Bone Transforms per Keyframe ==="
|
||||
line = next_line() # "Keyframes: 32"
|
||||
num_keyframes = parse_first_int(line)
|
||||
|
||||
keyframes = []
|
||||
for _ in range(num_keyframes):
|
||||
line = next_line() # "Frame: 0"
|
||||
frame_number = parse_first_int(line)
|
||||
|
||||
bone_data = {}
|
||||
for _ in range(num_bones):
|
||||
line = next_line() # " Bone: mixamorig:Hips"
|
||||
bone_name = line.strip()
|
||||
if bone_name.startswith("Bone: "):
|
||||
bone_name = bone_name[6:]
|
||||
bone_idx = name_to_idx[bone_name]
|
||||
|
||||
# Location
|
||||
location = parse_floats(next_line())[:3]
|
||||
|
||||
# Rotation (skip)
|
||||
next_line()
|
||||
|
||||
# " Matrix:" (skip header)
|
||||
next_line()
|
||||
|
||||
# 4 rows of 4 floats
|
||||
matrix = []
|
||||
for _ in range(4):
|
||||
matrix.extend(parse_floats(next_line()))
|
||||
|
||||
bone_data[bone_idx] = {
|
||||
'location': location,
|
||||
'matrix': matrix,
|
||||
}
|
||||
|
||||
keyframes.append((frame_number, bone_data))
|
||||
|
||||
# ================================================================
|
||||
# Write binary file
|
||||
# ================================================================
|
||||
with open(output_path, 'wb') as out:
|
||||
# Header
|
||||
out.write(b'BSAF')
|
||||
out.write(struct.pack('<I', 1))
|
||||
|
||||
# Bones
|
||||
out.write(struct.pack('<I', num_bones))
|
||||
for i in range(num_bones):
|
||||
b = bones[i]
|
||||
out.write(struct.pack('<3f', *b['head']))
|
||||
out.write(struct.pack('<f', b['length']))
|
||||
out.write(struct.pack('<9f', *b['matrix_3x3']))
|
||||
out.write(struct.pack('<i', b['parent']))
|
||||
out.write(struct.pack('<I', len(b['children'])))
|
||||
for c in b['children']:
|
||||
out.write(struct.pack('<i', c))
|
||||
|
||||
# Vertices
|
||||
out.write(struct.pack('<I', num_vertices))
|
||||
for v in vertices:
|
||||
out.write(struct.pack('<3f', *v))
|
||||
|
||||
# UV Coordinates
|
||||
out.write(struct.pack('<I', num_faces))
|
||||
for uv in uvs:
|
||||
out.write(struct.pack('<6f', *uv))
|
||||
|
||||
# Normals
|
||||
for n in normals:
|
||||
out.write(struct.pack('<3f', *n))
|
||||
|
||||
# Triangles
|
||||
out.write(struct.pack('<I', num_triangles))
|
||||
for t in triangles:
|
||||
out.write(struct.pack('<3i', *t))
|
||||
|
||||
# Vertex Weights
|
||||
for vw in vertex_weights:
|
||||
out.write(struct.pack('<I', len(vw)))
|
||||
for bone_idx, weight in vw:
|
||||
out.write(struct.pack('<if', bone_idx, weight))
|
||||
|
||||
# Animation Keyframes
|
||||
out.write(struct.pack('<I', num_keyframes))
|
||||
for frame_num, bone_data in keyframes:
|
||||
out.write(struct.pack('<i', frame_num))
|
||||
for i in range(num_bones):
|
||||
bd = bone_data[i]
|
||||
out.write(struct.pack('<3f', *bd['location']))
|
||||
out.write(struct.pack('<16f', *bd['matrix']))
|
||||
|
||||
input_size = sum(len(l) for l in lines)
|
||||
import os
|
||||
output_size = os.path.getsize(output_path)
|
||||
print(f"Converted: {input_path} ({input_size:,} bytes text) -> {output_path} ({output_size:,} bytes binary)")
|
||||
print(f" Bones: {num_bones}, Vertices: {num_vertices}, Faces: {num_faces}, "
|
||||
f"Triangles: {num_triangles}, Keyframes: {num_keyframes}")
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
if len(sys.argv) != 3:
|
||||
print(f"Usage: {sys.argv[0]} <input.txt> <output.bin>")
|
||||
sys.exit(1)
|
||||
|
||||
convert(sys.argv[1], sys.argv[2])
|
||||
@ -48,8 +48,6 @@ add_executable(space-game001
|
||||
# ../src/planet/StoneObject.h
|
||||
../src/render/FrameBuffer.cpp
|
||||
../src/render/FrameBuffer.h
|
||||
../src/render/ShadowMap.cpp
|
||||
../src/render/ShadowMap.h
|
||||
../src/UiManager.cpp
|
||||
../src/UiManager.h
|
||||
../src/Projectile.h
|
||||
@ -113,8 +111,7 @@ target_compile_definitions(space-game001 PRIVATE
|
||||
WIN32_LEAN_AND_MEAN
|
||||
PNG_ENABLED
|
||||
SDL_MAIN_HANDLED
|
||||
# DEBUG_LIGHT
|
||||
# SHOW_PATH
|
||||
SHOW_PATH
|
||||
# NETWORK
|
||||
# SIMPLIFIED
|
||||
)
|
||||
|
||||
@ -4,8 +4,8 @@
|
||||
"id": "npc_01_default",
|
||||
"name": "NPC Default Guard",
|
||||
"texturePath": "resources/w/default_skin001.png",
|
||||
"animationIdlePath": "resources/w/default_idle002.anim",
|
||||
"animationWalkPath": "resources/w/default_walk001.anim",
|
||||
"animationIdlePath": "resources/w/default_idle002.txt",
|
||||
"animationWalkPath": "resources/w/default_walk001.txt",
|
||||
"positionX": 0.0,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -10.0,
|
||||
@ -15,7 +15,6 @@
|
||||
"modelCorrectionRotX": 0.0,
|
||||
"modelCorrectionRotY": 180.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"interactionRadius": 2.0,
|
||||
"gift": {
|
||||
"id": "guard_token",
|
||||
"name": "Guard's Token",
|
||||
@ -27,8 +26,8 @@
|
||||
"id": "npc_03_ghost",
|
||||
"name": "NPC Floating Ghost",
|
||||
"texturePath": "resources/w/ghost_skin001.png",
|
||||
"animationIdlePath": "resources/w/default_float001.anim",
|
||||
"animationWalkPath": "resources/w/default_float001.anim",
|
||||
"animationIdlePath": "resources/w/default_float001.txt",
|
||||
"animationWalkPath": "resources/w/default_float001.txt",
|
||||
"positionX": 0.0,
|
||||
"positionY": 0.0,
|
||||
"positionZ": -5.0,
|
||||
@ -38,7 +37,6 @@
|
||||
"modelCorrectionRotX": 0.0,
|
||||
"modelCorrectionRotY": 0.0,
|
||||
"modelCorrectionRotZ": 0.0,
|
||||
"interactionRadius": 1.0,
|
||||
"gift": {
|
||||
"id": "ghost_essence",
|
||||
"name": "Ghost's Essence",
|
||||
|
||||
@ -26,25 +26,18 @@
|
||||
{
|
||||
"type": "FrameLayout",
|
||||
"name": "inventory_items_panel",
|
||||
"x": 50.0,
|
||||
"x": 100.0,
|
||||
"y": 150.0,
|
||||
"width": 250.0,
|
||||
"height": 300.0,
|
||||
"width": 500.0,
|
||||
"height": 600.0,
|
||||
"children": [
|
||||
{
|
||||
"type": "StaticImage",
|
||||
"name": "panel_background",
|
||||
"width": 200,
|
||||
"height": 400,
|
||||
"texture": "resources/sand2.png"
|
||||
},
|
||||
{
|
||||
"type": "TextView",
|
||||
"name": "inventory_items_text",
|
||||
"x": -100.0,
|
||||
"y": -100.0,
|
||||
"width": 250.0,
|
||||
"height": 300.0,
|
||||
"x": 100.0,
|
||||
"y": 30.0,
|
||||
"width": 460.0,
|
||||
"height": 450.0,
|
||||
"text": "Inventory (Empty)",
|
||||
"fontSize": 18,
|
||||
"fontPath": "resources/fonts/DroidSans.ttf",
|
||||
@ -54,8 +47,8 @@
|
||||
{
|
||||
"type": "TextButton",
|
||||
"name": "close_inventory_button",
|
||||
"x": 165.0,
|
||||
"y": 0.0,
|
||||
"x": 200.0,
|
||||
"y": 20.0,
|
||||
"width": 40.0,
|
||||
"height": 40.0,
|
||||
"text": "X",
|
||||
|
||||
@ -176,8 +176,7 @@
|
||||
"speaker": "Ghost",
|
||||
"portrait": "resources/ghost_avatar.png",
|
||||
"text": "Some memories never fade.",
|
||||
"durationMs": 2600,
|
||||
"background": "resources/loading.png"
|
||||
"durationMs": 2600
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@ -1,19 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
}
|
||||
@ -1,70 +0,0 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D uShadowMap;
|
||||
uniform vec3 uLightDir;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
float computeShadow(vec4 lightSpacePos, vec3 normal)
|
||||
{
|
||||
vec3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
|
||||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
|
||||
projCoords.z > 1.0)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
// Slope-dependent bias: large for grazing angles, tiny for surfaces facing the light
|
||||
float bias = 0.0004;
|
||||
if (dot(normal, normal) > 0.001)
|
||||
{
|
||||
float cosTheta = dot(normalize(normal), -normalize(uLightDir));
|
||||
bias = max(0.002 * (1.0 - cosTheta), 0.0002);
|
||||
}
|
||||
|
||||
// 3x3 PCF (percentage-closer filtering) for softer shadows
|
||||
float shadow = 0.0;
|
||||
float texelSize = 1.0 / 2048.0;
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
float pcfDepth = texture2D(uShadowMap, projCoords.xy + vec2(float(x), float(y)) * texelSize).r;
|
||||
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(Texture, texCoord);
|
||||
|
||||
float ambient = 0.4;
|
||||
float diffuseStrength = 0.6;
|
||||
|
||||
// Compute diffuse term; if normals are missing (zero-length) treat as fully lit
|
||||
float diffuse = 1.0;
|
||||
vec3 n = fragNormal;
|
||||
if (dot(n, n) > 0.001)
|
||||
{
|
||||
n = normalize(n);
|
||||
diffuse = max(dot(n, -normalize(uLightDir)), 0.0);
|
||||
}
|
||||
|
||||
float shadow = computeShadow(fragPosLightSpace, fragNormal);
|
||||
|
||||
// Shadow dims only the diffuse contribution; ambient is always present
|
||||
float lighting = ambient + diffuseStrength * diffuse * (1.0 - shadow);
|
||||
color.rgb *= lighting;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@ -1,68 +0,0 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D uShadowMap;
|
||||
uniform vec3 uLightDir;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
float computeShadow(vec4 lightSpacePos, vec3 normal)
|
||||
{
|
||||
vec3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
|
||||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
|
||||
projCoords.z > 1.0)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
float bias = 0.0004;
|
||||
if (dot(normal, normal) > 0.001)
|
||||
{
|
||||
float cosTheta = dot(normalize(normal), -normalize(uLightDir));
|
||||
bias = max(0.002 * (1.0 - cosTheta), 0.0002);
|
||||
}
|
||||
|
||||
float shadow = 0.0;
|
||||
float texelSize = 1.0 / 2048.0;
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
float pcfDepth = texture2D(uShadowMap, projCoords.xy + vec2(float(x), float(y)) * texelSize).r;
|
||||
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(Texture, texCoord);
|
||||
|
||||
float ambient = 0.4;
|
||||
float diffuseStrength = 0.6;
|
||||
|
||||
float diffuse = 1.0;
|
||||
vec3 n = fragNormal;
|
||||
if (dot(n, n) > 0.001)
|
||||
{
|
||||
n = normalize(n);
|
||||
diffuse = max(dot(n, -normalize(uLightDir)), 0.0);
|
||||
}
|
||||
|
||||
float shadow = computeShadow(fragPosLightSpace, fragNormal);
|
||||
|
||||
float lighting = ambient + diffuseStrength * diffuse * (1.0 - shadow);
|
||||
color.rgb *= lighting;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
}
|
||||
@ -1,5 +0,0 @@
|
||||
void main()
|
||||
{
|
||||
// Depth is written automatically by the GPU.
|
||||
// Nothing to do here.
|
||||
}
|
||||
@ -1,47 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 uBoneMatrices[64];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
}
|
||||
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
}
|
||||
@ -1,6 +0,0 @@
|
||||
precision mediump float;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Depth is written automatically by the GPU.
|
||||
}
|
||||
@ -1,50 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 uBoneMatrices[64];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
}
|
||||
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
@ -1,65 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
uniform mat4 uBoneMatrices[64];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec3 skinnedNormal = vec3(0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.x)]) * vNormal * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.y)]) * vNormal * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.z)]) * vNormal * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.w)]) * vNormal * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.x)]) * vNormal * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.y)]) * vNormal * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
skinnedNormal = vNormal;
|
||||
}
|
||||
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * ModelViewMatrix * skinnedPos;
|
||||
fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
|
||||
}
|
||||
@ -32,12 +32,7 @@ end
|
||||
|
||||
function on_npc_interact(npc_index)
|
||||
print("[Lua] NPC interaction! Index: " .. tostring(npc_index))
|
||||
|
||||
if npc_index == 1 then
|
||||
game_api.start_dialogue("test_line_dialogue")
|
||||
else
|
||||
game_api.receive_npc_gift(npc_index)
|
||||
end
|
||||
game_api.receive_npc_gift(npc_index)
|
||||
end
|
||||
|
||||
print("Lua script loaded successfully!")
|
||||
BIN
resources/w/default_float001.anim
(Stored with Git LFS)
BIN
resources/w/default_float001.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/default_float001_cut.anim
(Stored with Git LFS)
BIN
resources/w/default_float001_cut.anim
(Stored with Git LFS)
Binary file not shown.
489481
resources/w/default_idle001.txt
Normal file
489481
resources/w/default_idle001.txt
Normal file
File diff suppressed because it is too large
Load Diff
BIN
resources/w/default_idle002.anim
(Stored with Git LFS)
BIN
resources/w/default_idle002.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/default_walk001.anim
(Stored with Git LFS)
BIN
resources/w/default_walk001.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/float_attack003.anim
(Stored with Git LFS)
BIN
resources/w/float_attack003.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/float_attack003_cut.anim
(Stored with Git LFS)
BIN
resources/w/float_attack003_cut.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/gg/gg_action_attack001.anim
(Stored with Git LFS)
BIN
resources/w/gg/gg_action_attack001.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/gg/gg_action_idle001.anim
(Stored with Git LFS)
BIN
resources/w/gg/gg_action_idle001.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/gg/gg_action_to_stand001.anim
(Stored with Git LFS)
BIN
resources/w/gg/gg_action_to_stand001.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/gg/gg_stand_idle001.anim
(Stored with Git LFS)
BIN
resources/w/gg/gg_stand_idle001.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/gg/gg_stand_to_action002.anim
(Stored with Git LFS)
BIN
resources/w/gg/gg_stand_to_action002.anim
(Stored with Git LFS)
Binary file not shown.
BIN
resources/w/gg/gg_walking001.anim
(Stored with Git LFS)
BIN
resources/w/gg/gg_walking001.anim
(Stored with Git LFS)
Binary file not shown.
@ -4,7 +4,6 @@
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <cstring>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
@ -589,264 +588,6 @@ namespace ZL
|
||||
startMesh = mesh;
|
||||
}
|
||||
|
||||
void BoneSystem::LoadFromBinaryFile(const std::string& fileName, const std::string& ZIPFileName)
|
||||
{
|
||||
std::vector<char> fileData;
|
||||
|
||||
if (!ZIPFileName.empty())
|
||||
{
|
||||
fileData = readFileFromZIP(fileName, ZIPFileName);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::ifstream f(fileName, std::ios::binary | std::ios::ate);
|
||||
if (!f.is_open()) throw std::runtime_error("Failed to open binary file: " + fileName);
|
||||
std::streamsize fileSize = f.tellg();
|
||||
f.seekg(0);
|
||||
fileData.resize(static_cast<size_t>(fileSize));
|
||||
f.read(fileData.data(), fileSize);
|
||||
}
|
||||
|
||||
const char* ptr = fileData.data();
|
||||
|
||||
auto readRaw = [&](void* dst, size_t n) {
|
||||
std::memcpy(dst, ptr, n);
|
||||
ptr += n;
|
||||
};
|
||||
auto readUint32 = [&]() -> uint32_t { uint32_t v; readRaw(&v, 4); return v; };
|
||||
auto readInt32 = [&]() -> int32_t { int32_t v; readRaw(&v, 4); return v; };
|
||||
auto readFloat = [&]() -> float { float v; readRaw(&v, 4); return v; };
|
||||
auto readVec3 = [&]() -> Vector3f { return Vector3f{readFloat(), readFloat(), readFloat()}; };
|
||||
auto readVec2 = [&]() -> Vector2f { return Vector2f{readFloat(), readFloat()}; };
|
||||
|
||||
// Header
|
||||
char magic[4];
|
||||
readRaw(magic, 4);
|
||||
if (std::memcmp(magic, "BSAF", 4) != 0)
|
||||
throw std::runtime_error("Invalid binary animation file (bad magic)");
|
||||
uint32_t version = readUint32();
|
||||
if (version != 1)
|
||||
throw std::runtime_error("Unsupported binary animation file version");
|
||||
|
||||
// ---- Bones ----
|
||||
uint32_t numBones = readUint32();
|
||||
std::vector<Bone> bones(numBones);
|
||||
|
||||
for (uint32_t i = 0; i < numBones; i++)
|
||||
{
|
||||
bones[i].boneStartWorld = readVec3();
|
||||
bones[i].boneLength = readFloat();
|
||||
|
||||
// 3x3 matrix (row-major in file).
|
||||
// Stored with stride-3 into Matrix4f to match the text loader.
|
||||
float m[9];
|
||||
for (int j = 0; j < 9; j++) m[j] = readFloat();
|
||||
|
||||
bones[i].boneMatrixWorld = Matrix4f::Zero();
|
||||
for (int r = 0; r < 3; r++)
|
||||
for (int c = 0; c < 3; c++)
|
||||
bones[i].boneMatrixWorld.data()[r + c * 3] = m[r * 3 + c];
|
||||
|
||||
bones[i].parent = readInt32();
|
||||
|
||||
uint32_t numChildren = readUint32();
|
||||
bones[i].children.resize(numChildren);
|
||||
for (uint32_t j = 0; j < numChildren; j++)
|
||||
bones[i].children[j] = readInt32();
|
||||
}
|
||||
|
||||
startBones = bones;
|
||||
currentBones = bones;
|
||||
|
||||
// ---- Vertices ----
|
||||
uint32_t numVertices = readUint32();
|
||||
std::vector<Vector3f> vertices(numVertices);
|
||||
for (uint32_t i = 0; i < numVertices; i++)
|
||||
vertices[i] = readVec3();
|
||||
|
||||
// ---- UV Coordinates ----
|
||||
uint32_t numFaces = readUint32();
|
||||
std::vector<std::array<Vector2f, 3>> uvCoords(numFaces);
|
||||
for (uint32_t i = 0; i < numFaces; i++)
|
||||
for (int j = 0; j < 3; j++)
|
||||
uvCoords[i][j] = readVec2();
|
||||
|
||||
// ---- Normals (read but not currently used by mesh) ----
|
||||
std::vector<Vector3f> normals(numVertices);
|
||||
for (uint32_t i = 0; i < numVertices; i++)
|
||||
normals[i] = readVec3();
|
||||
|
||||
// ---- Triangles ----
|
||||
uint32_t numTriangles = readUint32();
|
||||
std::vector<std::array<int, 3>> triangles(numTriangles);
|
||||
for (uint32_t i = 0; i < numTriangles; i++)
|
||||
triangles[i] = { readInt32(), readInt32(), readInt32() };
|
||||
|
||||
// ---- Vertex Weights ----
|
||||
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> localVerticesBoneWeight(numVertices);
|
||||
for (uint32_t i = 0; i < numVertices; i++)
|
||||
{
|
||||
uint32_t numGroups = readUint32();
|
||||
float sumWeights = 0;
|
||||
for (uint32_t j = 0; j < numGroups; j++)
|
||||
{
|
||||
int boneIdx = readInt32();
|
||||
float weight = readFloat();
|
||||
if (j < MAX_BONE_COUNT)
|
||||
{
|
||||
localVerticesBoneWeight[i][j].boneIndex = boneIdx;
|
||||
localVerticesBoneWeight[i][j].weight = weight;
|
||||
sumWeights += weight;
|
||||
}
|
||||
}
|
||||
// Normalize weights
|
||||
uint32_t cap = (numGroups < MAX_BONE_COUNT) ? numGroups : MAX_BONE_COUNT;
|
||||
for (uint32_t j = 0; j < cap; j++)
|
||||
localVerticesBoneWeight[i][j].weight /= sumWeights;
|
||||
}
|
||||
|
||||
// ---- Animation Keyframes ----
|
||||
uint32_t numKeyframes = readUint32();
|
||||
animations.resize(1);
|
||||
animations[0].keyFrames.resize(numKeyframes);
|
||||
|
||||
for (uint32_t i = 0; i < numKeyframes; i++)
|
||||
{
|
||||
animations[0].keyFrames[i].frame = readInt32();
|
||||
animations[0].keyFrames[i].bones.resize(numBones);
|
||||
|
||||
for (uint32_t j = 0; j < numBones; j++)
|
||||
{
|
||||
animations[0].keyFrames[i].bones[j] = startBones[j];
|
||||
animations[0].keyFrames[i].bones[j].boneStartWorld = readVec3();
|
||||
|
||||
// 4x4 matrix (row-major in file, stored with stride-4 into Matrix4f)
|
||||
float m[16];
|
||||
for (int k = 0; k < 16; k++) m[k] = readFloat();
|
||||
|
||||
for (int r = 0; r < 4; r++)
|
||||
for (int c = 0; c < 4; c++)
|
||||
animations[0].keyFrames[i].bones[j].boneMatrixWorld.data()[r + c * 4] = m[r * 4 + c];
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Build per-triangle mesh (same expansion as text loader) ----
|
||||
for (uint32_t i = 0; i < numTriangles; i++)
|
||||
{
|
||||
mesh.PositionData.push_back(vertices[triangles[i][0]]);
|
||||
mesh.PositionData.push_back(vertices[triangles[i][1]]);
|
||||
mesh.PositionData.push_back(vertices[triangles[i][2]]);
|
||||
|
||||
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
|
||||
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
|
||||
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
|
||||
|
||||
mesh.TexCoordData.push_back(uvCoords[i][0]);
|
||||
mesh.TexCoordData.push_back(uvCoords[i][1]);
|
||||
mesh.TexCoordData.push_back(uvCoords[i][2]);
|
||||
}
|
||||
|
||||
startMesh = mesh;
|
||||
}
|
||||
|
||||
void BoneSystem::PrepareGpuSkinningData()
|
||||
{
|
||||
size_t vertexCount = verticesBoneWeight.size();
|
||||
gpuBoneData.boneIndices0.resize(vertexCount);
|
||||
gpuBoneData.boneIndices1.resize(vertexCount);
|
||||
gpuBoneData.boneWeights0.resize(vertexCount);
|
||||
gpuBoneData.boneWeights1.resize(vertexCount);
|
||||
|
||||
for (size_t i = 0; i < vertexCount; i++)
|
||||
{
|
||||
gpuBoneData.boneIndices0[i] = Vector4f(
|
||||
static_cast<float>(max(0, verticesBoneWeight[i][0].boneIndex)),
|
||||
static_cast<float>(max(0, verticesBoneWeight[i][1].boneIndex)),
|
||||
static_cast<float>(max(0, verticesBoneWeight[i][2].boneIndex)),
|
||||
static_cast<float>(max(0, verticesBoneWeight[i][3].boneIndex))
|
||||
);
|
||||
gpuBoneData.boneIndices1[i] = Vector2f(
|
||||
static_cast<float>(max(0, verticesBoneWeight[i][4].boneIndex)),
|
||||
static_cast<float>(max(0, verticesBoneWeight[i][5].boneIndex))
|
||||
);
|
||||
gpuBoneData.boneWeights0[i] = Vector4f(
|
||||
verticesBoneWeight[i][0].weight,
|
||||
verticesBoneWeight[i][1].weight,
|
||||
verticesBoneWeight[i][2].weight,
|
||||
verticesBoneWeight[i][3].weight
|
||||
);
|
||||
gpuBoneData.boneWeights1[i] = Vector2f(
|
||||
verticesBoneWeight[i][4].weight,
|
||||
verticesBoneWeight[i][5].weight
|
||||
);
|
||||
}
|
||||
|
||||
gpuBoneData.prepared = true;
|
||||
|
||||
if (startBones.size() > MAX_GPU_BONES)
|
||||
{
|
||||
std::cout << "Warning: model has " << startBones.size()
|
||||
<< " bones, exceeding GPU skinning limit of " << MAX_GPU_BONES << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void BoneSystem::ComputeSkinningMatrices(int frame, std::vector<Matrix4f>& outMatrices) const
|
||||
{
|
||||
int startingKeyFrame = -1;
|
||||
for (size_t i = 0; i < animations[0].keyFrames.size() - 1; i++)
|
||||
{
|
||||
int oldFrame = animations[0].keyFrames[i].frame;
|
||||
int nextFrame = animations[0].keyFrames[i + 1].frame;
|
||||
if (frame >= oldFrame && frame < nextFrame)
|
||||
{
|
||||
startingKeyFrame = static_cast<int>(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (startingKeyFrame == -1)
|
||||
{
|
||||
outMatrices.resize(startBones.size());
|
||||
for (auto& m : outMatrices) m = Matrix4f::Identity();
|
||||
return;
|
||||
}
|
||||
|
||||
int modifiedFrameNumber = frame - animations[0].keyFrames[startingKeyFrame].frame;
|
||||
int diffFrames = animations[0].keyFrames[startingKeyFrame + 1].frame - animations[0].keyFrames[startingKeyFrame].frame;
|
||||
float t = (modifiedFrameNumber + 0.f) / diffFrames;
|
||||
|
||||
const std::vector<Bone>& oneFrameBones = animations[0].keyFrames[startingKeyFrame].bones;
|
||||
const std::vector<Bone>& nextFrameBones = animations[0].keyFrames[startingKeyFrame + 1].bones;
|
||||
|
||||
outMatrices.resize(startBones.size());
|
||||
|
||||
for (size_t i = 0; i < startBones.size(); i++)
|
||||
{
|
||||
Vector3f interpPos;
|
||||
interpPos(0) = oneFrameBones[i].boneStartWorld(0) + t * (nextFrameBones[i].boneStartWorld(0) - oneFrameBones[i].boneStartWorld(0));
|
||||
interpPos(1) = oneFrameBones[i].boneStartWorld(1) + t * (nextFrameBones[i].boneStartWorld(1) - oneFrameBones[i].boneStartWorld(1));
|
||||
interpPos(2) = oneFrameBones[i].boneStartWorld(2) + t * (nextFrameBones[i].boneStartWorld(2) - oneFrameBones[i].boneStartWorld(2));
|
||||
|
||||
Matrix3f oneFrameBonesMatrix = oneFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
|
||||
Matrix3f nextFrameBonesMatrix = nextFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
|
||||
|
||||
Eigen::Quaternionf q1 = Eigen::Quaternionf(oneFrameBonesMatrix).normalized();
|
||||
Eigen::Quaternionf q2 = Eigen::Quaternionf(nextFrameBonesMatrix).normalized();
|
||||
Eigen::Quaternionf result = q1.slerp(t, q2);
|
||||
|
||||
Matrix3f boneMatrixWorld3 = result.toRotationMatrix();
|
||||
|
||||
Matrix4f currentBoneMatrixWorld4 = Eigen::Matrix4f::Identity();
|
||||
currentBoneMatrixWorld4.block<3, 3>(0, 0) = boneMatrixWorld3;
|
||||
currentBoneMatrixWorld4.block<3, 1>(0, 3) = interpPos;
|
||||
|
||||
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
|
||||
Matrix4f invertedStartBoneMatrixWorld4 = startBoneMatrixWorld4.inverse();
|
||||
|
||||
outMatrices[i] = currentBoneMatrixWorld4 * invertedStartBoneMatrixWorld4;
|
||||
}
|
||||
}
|
||||
|
||||
void BoneSystem::Interpolate(int frame)
|
||||
{
|
||||
int startingFrame = -1;
|
||||
|
||||
@ -6,7 +6,6 @@
|
||||
namespace ZL
|
||||
{
|
||||
constexpr int MAX_BONE_COUNT = 6;
|
||||
constexpr int MAX_GPU_BONES = 64;
|
||||
struct Bone
|
||||
{
|
||||
Vector3f boneStartWorld;
|
||||
@ -36,20 +35,12 @@ namespace ZL
|
||||
std::vector<AnimationKeyFrame> keyFrames;
|
||||
};
|
||||
|
||||
struct GpuBoneData {
|
||||
std::vector<Vector4f> boneIndices0; // bone indices 0-3 per vertex (as float)
|
||||
std::vector<Vector2f> boneIndices1; // bone indices 4-5 per vertex
|
||||
std::vector<Vector4f> boneWeights0; // bone weights 0-3 per vertex
|
||||
std::vector<Vector2f> boneWeights1; // bone weights 4-5 per vertex
|
||||
bool prepared = false;
|
||||
};
|
||||
|
||||
struct BoneSystem
|
||||
{
|
||||
VertexDataStruct mesh;
|
||||
VertexDataStruct startMesh;
|
||||
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> verticesBoneWeight;
|
||||
|
||||
|
||||
Matrix4f armatureMatrix;
|
||||
|
||||
std::vector<Bone> startBones;
|
||||
@ -58,17 +49,9 @@ namespace ZL
|
||||
std::vector<Animation> animations;
|
||||
int startingFrame = 0;
|
||||
|
||||
GpuBoneData gpuBoneData;
|
||||
|
||||
void LoadFromFile(const std::string& fileName, const std::string& ZIPFileName = "");
|
||||
void LoadFromBinaryFile(const std::string& fileName, const std::string& ZIPFileName = "");
|
||||
|
||||
void Interpolate(int frame);
|
||||
|
||||
// GPU skinning: prepare per-vertex bone data for VBO upload
|
||||
void PrepareGpuSkinningData();
|
||||
// GPU skinning: compute skinning matrices without modifying the mesh
|
||||
void ComputeSkinningMatrices(int frame, std::vector<Matrix4f>& outMatrices) const;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@ -1,8 +1,6 @@
|
||||
#include "Character.h"
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include "GameConstants.h"
|
||||
#include "Environment.h"
|
||||
|
||||
namespace ZL {
|
||||
|
||||
@ -17,16 +15,7 @@ void Character::loadAnimation(AnimationState state, const std::string& filename,
|
||||
data.totalFrames = 1;
|
||||
}
|
||||
}
|
||||
void Character::loadBinaryAnimation(AnimationState state, const std::string& filename, const std::string& zipFile) {
|
||||
auto& data = animations[state];
|
||||
data.model.LoadFromBinaryFile(filename, zipFile);
|
||||
if (!data.model.animations.empty() && !data.model.animations[0].keyFrames.empty()) {
|
||||
data.totalFrames = data.model.animations[0].keyFrames.back().frame + 1;
|
||||
}
|
||||
else {
|
||||
data.totalFrames = 1;
|
||||
}
|
||||
}
|
||||
|
||||
/*void Character::setTexture(std::shared_ptr<Texture> tex) {
|
||||
texture = tex;
|
||||
}*/
|
||||
@ -187,6 +176,38 @@ void Character::update(int64_t deltaMs) {
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
if (isPlayer) //Player should decide only by himself
|
||||
{
|
||||
if (attackTarget != nullptr)
|
||||
{
|
||||
auto pos = attackTarget->position;
|
||||
float distToTarget = (position - pos).norm();
|
||||
|
||||
if (distToTarget > 1.0)
|
||||
{
|
||||
setTarget(Eigen::Vector3f(pos.x(), 0.f, pos.z()));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (battle_state != 1)
|
||||
{
|
||||
setTarget(position);
|
||||
battle_state = 1;
|
||||
//player->attack = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (battle_state != 0)
|
||||
{
|
||||
battle_state = 0;
|
||||
attack = 0;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
if (battle_state == 1)
|
||||
{
|
||||
if (currentState == AnimationState::STAND || currentState == AnimationState::WALK) {
|
||||
@ -258,32 +279,17 @@ void Character::update(int64_t deltaMs) {
|
||||
|
||||
|
||||
if (static_cast<int>(anim.currentFrame) != anim.lastFrame) {
|
||||
if (useGpuSkinning) {
|
||||
anim.model.ComputeSkinningMatrices(static_cast<int>(anim.currentFrame), anim.skinningMatrices);
|
||||
} else {
|
||||
anim.model.Interpolate(static_cast<int>(anim.currentFrame));
|
||||
}
|
||||
anim.model.Interpolate(static_cast<int>(anim.currentFrame));
|
||||
anim.lastFrame = static_cast<int>(anim.currentFrame);
|
||||
}
|
||||
}
|
||||
|
||||
void Character::draw(Renderer& renderer) {
|
||||
if (useGpuSkinning) {
|
||||
drawGpuSkinning(renderer);
|
||||
return;
|
||||
}
|
||||
|
||||
//std::cout << "draw called for Character at position: " << position.transpose() << std::endl;
|
||||
AnimationState drawState = resolveActiveState();
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end() || !texture) return;
|
||||
|
||||
renderer.shaderManager.PushShader(defaultShaderName);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
|
||||
@ -297,349 +303,6 @@ void Character::draw(Renderer& renderer) {
|
||||
renderer.DrawVertexRenderStruct(anim.modelMutable);
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
}
|
||||
|
||||
void Character::prepareGpuSkinningVBOs(AnimationData& anim) {
|
||||
if (anim.gpuSkinningPrepared)
|
||||
{
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
anim.model.PrepareGpuSkinningData();
|
||||
|
||||
// Upload bind-pose mesh (static, done once)
|
||||
anim.bindPoseMutable.AssignFrom(anim.model.startMesh);
|
||||
|
||||
auto& gpu = anim.model.gpuBoneData;
|
||||
|
||||
anim.boneIndices0VBO = std::make_shared<VBOHolder>();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices0VBO->getBuffer());
|
||||
glBufferData(GL_ARRAY_BUFFER, gpu.boneIndices0.size() * sizeof(Eigen::Vector4f),
|
||||
gpu.boneIndices0.data(), GL_STATIC_DRAW);
|
||||
|
||||
anim.boneIndices1VBO = std::make_shared<VBOHolder>();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices1VBO->getBuffer());
|
||||
glBufferData(GL_ARRAY_BUFFER, gpu.boneIndices1.size() * sizeof(Eigen::Vector2f),
|
||||
gpu.boneIndices1.data(), GL_STATIC_DRAW);
|
||||
|
||||
anim.boneWeights0VBO = std::make_shared<VBOHolder>();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights0VBO->getBuffer());
|
||||
glBufferData(GL_ARRAY_BUFFER, gpu.boneWeights0.size() * sizeof(Eigen::Vector4f),
|
||||
gpu.boneWeights0.data(), GL_STATIC_DRAW);
|
||||
|
||||
anim.boneWeights1VBO = std::make_shared<VBOHolder>();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights1VBO->getBuffer());
|
||||
glBufferData(GL_ARRAY_BUFFER, gpu.boneWeights1.size() * sizeof(Eigen::Vector2f),
|
||||
gpu.boneWeights1.data(), GL_STATIC_DRAW);
|
||||
|
||||
anim.gpuSkinningPrepared = true;
|
||||
}
|
||||
|
||||
void Character::drawGpuSkinning(Renderer& renderer) {
|
||||
AnimationState drawState = resolveActiveState();
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end() || !texture)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
auto& anim = it->second;
|
||||
prepareGpuSkinningVBOs(anim);
|
||||
|
||||
if (anim.skinningMatrices.empty())
|
||||
{
|
||||
if (anim.model.animations.empty() || anim.model.animations[0].keyFrames.empty()) return;
|
||||
anim.model.ComputeSkinningMatrices(
|
||||
anim.model.animations[0].keyFrames[0].frame, anim.skinningMatrices);
|
||||
if (anim.skinningMatrices.empty()) return;
|
||||
}
|
||||
static const std::string skinningShaderName = "skinning";
|
||||
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
|
||||
|
||||
renderer.shaderManager.PushShader(skinningShaderName);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
|
||||
renderer.ScaleMatrix(modelScale);
|
||||
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
|
||||
|
||||
// Upload bone skinning matrices
|
||||
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
|
||||
static_cast<int>(anim.skinningMatrices.size()), false,
|
||||
anim.skinningMatrices[0].data());
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
|
||||
|
||||
// Bind VAO (desktop only)
|
||||
#ifndef EMSCRIPTEN
|
||||
#ifndef __ANDROID__
|
||||
if (anim.bindPoseMutable.vao) {
|
||||
glBindVertexArray(anim.bindPoseMutable.vao->getBuffer());
|
||||
renderer.shaderManager.EnableVertexAttribArrays();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Bind position and texcoord VBOs
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.bindPoseMutable.positionVBO->getBuffer());
|
||||
renderer.VertexAttribPointer3fv("vPosition", 0, NULL);
|
||||
|
||||
if (anim.bindPoseMutable.texCoordVBO) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.bindPoseMutable.texCoordVBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("vTexCoord", 0, NULL);
|
||||
}
|
||||
|
||||
// Bind bone index VBOs
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneIndices0", 0, NULL);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneIndices1", 0, NULL);
|
||||
|
||||
// Bind bone weight VBOs
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneWeights0", 0, NULL);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneWeights1", 0, NULL);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(anim.bindPoseMutable.data.PositionData.size()));
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
}
|
||||
|
||||
// ==================== Shadow depth pass ====================
|
||||
|
||||
void Character::drawShadowDepth(Renderer& renderer) {
|
||||
if (useGpuSkinning) {
|
||||
drawShadowDepthGpuSkinning(renderer);
|
||||
} else {
|
||||
drawShadowDepthCpu(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
void Character::drawShadowDepthCpu(Renderer& renderer) {
|
||||
AnimationState drawState = resolveActiveState();
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end()) return;
|
||||
|
||||
// The caller has already pushed the shadow_depth shader and the
|
||||
// light's projection + view onto the renderer stacks.
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
|
||||
renderer.ScaleMatrix(modelScale);
|
||||
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
|
||||
|
||||
auto& anim = it->second;
|
||||
anim.modelMutable.AssignFrom(anim.model.mesh);
|
||||
anim.modelMutable.RefreshVBO();
|
||||
renderer.DrawVertexRenderStruct(anim.modelMutable);
|
||||
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
|
||||
void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
|
||||
AnimationState drawState = resolveActiveState();
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end()) return;
|
||||
|
||||
auto& anim = it->second;
|
||||
prepareGpuSkinningVBOs(anim);
|
||||
if (anim.skinningMatrices.empty()) {
|
||||
if (anim.model.animations.empty() || anim.model.animations[0].keyFrames.empty()) return;
|
||||
anim.model.ComputeSkinningMatrices(
|
||||
anim.model.animations[0].keyFrames[0].frame, anim.skinningMatrices);
|
||||
if (anim.skinningMatrices.empty()) return;
|
||||
}
|
||||
|
||||
static const std::string shadowSkinningShader = "shadow_depth_skinning";
|
||||
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
|
||||
|
||||
// Switch to the skinning depth shader (caller has the static depth shader active).
|
||||
renderer.shaderManager.PushShader(shadowSkinningShader);
|
||||
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
|
||||
renderer.ScaleMatrix(modelScale);
|
||||
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
|
||||
|
||||
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
|
||||
static_cast<int>(anim.skinningMatrices.size()), false,
|
||||
anim.skinningMatrices[0].data());
|
||||
|
||||
#ifndef EMSCRIPTEN
|
||||
#ifndef __ANDROID__
|
||||
if (anim.bindPoseMutable.vao) {
|
||||
glBindVertexArray(anim.bindPoseMutable.vao->getBuffer());
|
||||
renderer.shaderManager.EnableVertexAttribArrays();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.bindPoseMutable.positionVBO->getBuffer());
|
||||
renderer.VertexAttribPointer3fv("vPosition", 0, NULL);
|
||||
|
||||
if (anim.bindPoseMutable.texCoordVBO) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.bindPoseMutable.texCoordVBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("vTexCoord", 0, NULL);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneIndices0", 0, NULL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneIndices1", 0, NULL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneWeights0", 0, NULL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneWeights1", 0, NULL);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(anim.bindPoseMutable.data.PositionData.size()));
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
}
|
||||
|
||||
// ==================== Main pass with shadows ====================
|
||||
|
||||
void Character::drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera) {
|
||||
if (useGpuSkinning) {
|
||||
drawGpuSkinningWithShadow(renderer, lightFromCamera, shadowMapTex, lightDirCamera);
|
||||
} else {
|
||||
drawCpuWithShadow(renderer, lightFromCamera, shadowMapTex, lightDirCamera);
|
||||
}
|
||||
}
|
||||
|
||||
void Character::drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera) {
|
||||
AnimationState drawState = resolveActiveState();
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end() || !texture) return;
|
||||
|
||||
static const std::string shadowShader = "default_shadow";
|
||||
|
||||
renderer.shaderManager.PushShader(shadowShader);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.RenderUniform1i("uShadowMap", 1);
|
||||
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
|
||||
renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
|
||||
renderer.ScaleMatrix(modelScale);
|
||||
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
|
||||
|
||||
auto& anim = it->second;
|
||||
anim.modelMutable.AssignFrom(anim.model.mesh);
|
||||
anim.modelMutable.RefreshVBO();
|
||||
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(anim.modelMutable);
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
}
|
||||
|
||||
void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera) {
|
||||
AnimationState drawState = resolveActiveState();
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end() || !texture) return;
|
||||
|
||||
auto& anim = it->second;
|
||||
prepareGpuSkinningVBOs(anim);
|
||||
if (anim.skinningMatrices.empty()) {
|
||||
if (anim.model.animations.empty() || anim.model.animations[0].keyFrames.empty()) return;
|
||||
anim.model.ComputeSkinningMatrices(
|
||||
anim.model.animations[0].keyFrames[0].frame, anim.skinningMatrices);
|
||||
if (anim.skinningMatrices.empty()) return;
|
||||
}
|
||||
|
||||
static const std::string skinningShadowShader = "skinning_shadow";
|
||||
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
|
||||
|
||||
renderer.shaderManager.PushShader(skinningShadowShader);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.RenderUniform1i("uShadowMap", 1);
|
||||
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
|
||||
renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
|
||||
renderer.ScaleMatrix(modelScale);
|
||||
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
|
||||
|
||||
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
|
||||
static_cast<int>(anim.skinningMatrices.size()), false,
|
||||
anim.skinningMatrices[0].data());
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
|
||||
|
||||
#ifndef EMSCRIPTEN
|
||||
#ifndef __ANDROID__
|
||||
if (anim.bindPoseMutable.vao) {
|
||||
glBindVertexArray(anim.bindPoseMutable.vao->getBuffer());
|
||||
renderer.shaderManager.EnableVertexAttribArrays();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.bindPoseMutable.positionVBO->getBuffer());
|
||||
renderer.VertexAttribPointer3fv("vPosition", 0, NULL);
|
||||
|
||||
if (anim.bindPoseMutable.texCoordVBO) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.bindPoseMutable.texCoordVBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("vTexCoord", 0, NULL);
|
||||
}
|
||||
|
||||
// Bind normals for diffuse lighting (skinning_shadow shader skins them)
|
||||
if (anim.bindPoseMutable.normalVBO) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.bindPoseMutable.normalVBO->getBuffer());
|
||||
renderer.VertexAttribPointer3fv("vNormal", 0, NULL);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneIndices0", 0, NULL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneIndices1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneIndices1", 0, NULL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneWeights0", 0, NULL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, anim.boneWeights1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneWeights1", 0, NULL);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(anim.bindPoseMutable.data.PositionData.size()));
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
}
|
||||
|
||||
} // namespace ZL
|
||||
|
||||
@ -28,7 +28,6 @@ public:
|
||||
const Eigen::Vector3f& end)>;
|
||||
|
||||
void loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile = "");
|
||||
void loadBinaryAnimation(AnimationState state, const std::string& filename, const std::string& zipFile = "");
|
||||
// void setTexture(std::shared_ptr<Texture> texture);
|
||||
void setTexture(std::shared_ptr<Texture> texture) {
|
||||
this->texture = texture;
|
||||
@ -40,8 +39,6 @@ public:
|
||||
std::function<void()> onArrived = nullptr);
|
||||
void setPathPlanner(PathPlanner planner);
|
||||
void draw(Renderer& renderer);
|
||||
void drawShadowDepth(Renderer& renderer);
|
||||
void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
|
||||
|
||||
// Public: read by Game for camera tracking and ray-cast origin
|
||||
Eigen::Vector3f position = Eigen::Vector3f(0.f, 0.f, 0.f);
|
||||
@ -60,7 +57,6 @@ public:
|
||||
std::string npcName;
|
||||
bool giftReceived = false;
|
||||
|
||||
|
||||
int battle_state = 0;
|
||||
bool resetAnim = false;
|
||||
int attack = 0;
|
||||
@ -69,10 +65,6 @@ public:
|
||||
bool canAttack = false;
|
||||
Character* attackTarget = nullptr;
|
||||
bool isPlayer = false;
|
||||
bool useGpuSkinning = true;
|
||||
|
||||
float interactionRadius = 0.0f;
|
||||
|
||||
|
||||
private:
|
||||
struct AnimationData {
|
||||
@ -81,15 +73,6 @@ private:
|
||||
float currentFrame = 0.f;
|
||||
int lastFrame = -1;
|
||||
int totalFrames = 1;
|
||||
|
||||
// GPU skinning data (lazily initialized)
|
||||
VertexRenderStruct bindPoseMutable;
|
||||
std::shared_ptr<VBOHolder> boneIndices0VBO;
|
||||
std::shared_ptr<VBOHolder> boneIndices1VBO;
|
||||
std::shared_ptr<VBOHolder> boneWeights0VBO;
|
||||
std::shared_ptr<VBOHolder> boneWeights1VBO;
|
||||
bool gpuSkinningPrepared = false;
|
||||
std::vector<Eigen::Matrix4f> skinningMatrices;
|
||||
};
|
||||
|
||||
std::map<AnimationState, AnimationData> animations;
|
||||
@ -109,17 +92,6 @@ private:
|
||||
// Returns the animation state to actually play/draw, falling back to IDLE
|
||||
// if the requested state has no loaded animation.
|
||||
AnimationState resolveActiveState() const;
|
||||
|
||||
// GPU skinning: prepare per-animation VBOs (called lazily on first draw)
|
||||
void prepareGpuSkinningVBOs(AnimationData& anim);
|
||||
// GPU skinning: draw using shader-based skinning
|
||||
void drawGpuSkinning(Renderer& renderer);
|
||||
// Shadow: draw into depth map (no texture, no projection push)
|
||||
void drawShadowDepthGpuSkinning(Renderer& renderer);
|
||||
void drawShadowDepthCpu(Renderer& renderer);
|
||||
// Shadow: draw with shadow-aware shaders
|
||||
void drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
|
||||
void drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
|
||||
253
src/Game.cpp
253
src/Game.cpp
@ -130,7 +130,6 @@ namespace ZL
|
||||
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
|
||||
|
||||
#else
|
||||
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
|
||||
@ -139,7 +138,6 @@ namespace ZL
|
||||
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
|
||||
#endif
|
||||
|
||||
std::cout << "Load resurces step 4" << std::endl;
|
||||
@ -160,20 +158,12 @@ namespace ZL
|
||||
|
||||
// Player (Viola)
|
||||
player = std::make_unique<Character>();
|
||||
/*
|
||||
player->loadAnimation(AnimationState::STAND, "resources/w/gg/gg_stand_idle001.txt", CONST_ZIP_FILE);
|
||||
player->loadAnimation(AnimationState::WALK, "resources/w/gg/gg_walking001.txt", CONST_ZIP_FILE);
|
||||
player->loadAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/gg_stand_to_action002.txt", CONST_ZIP_FILE);
|
||||
player->loadAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_attack001.txt", CONST_ZIP_FILE);
|
||||
player->loadAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle001.txt", CONST_ZIP_FILE);
|
||||
player->loadAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/gg_action_to_stand001.txt", CONST_ZIP_FILE);
|
||||
*/
|
||||
player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/gg_stand_idle001.anim", CONST_ZIP_FILE);
|
||||
player->loadBinaryAnimation(AnimationState::WALK, "resources/w/gg/gg_walking001.anim", CONST_ZIP_FILE);
|
||||
player->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/gg_stand_to_action002.anim", CONST_ZIP_FILE);
|
||||
player->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_attack001.anim", CONST_ZIP_FILE);
|
||||
player->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle001.anim", CONST_ZIP_FILE);
|
||||
player->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/gg_action_to_stand001.anim", CONST_ZIP_FILE);
|
||||
|
||||
player->setTexture(violaTexture);
|
||||
player->walkSpeed = 3.0f;
|
||||
@ -219,20 +209,13 @@ namespace ZL
|
||||
|
||||
std::cout << "Load resurces step 11" << std::endl;
|
||||
auto npc02 = std::make_unique<Character>();
|
||||
/*
|
||||
npc02->loadAnimation(AnimationState::STAND, "resources/w/default_float001.txt", CONST_ZIP_FILE);
|
||||
npc02->loadAnimation(AnimationState::WALK, "resources/w/default_float001.txt", CONST_ZIP_FILE);
|
||||
npc02->loadAnimation(AnimationState::ACTION_IDLE, "resources/w/float_attack003_cut.txt", CONST_ZIP_FILE);
|
||||
npc02->loadAnimation(AnimationState::ACTION_ATTACK, "resources/w/float_attack003.txt", CONST_ZIP_FILE);
|
||||
npc02->loadAnimation(AnimationState::STAND_TO_ACTION, "resources/w/default_float001_cut.txt", CONST_ZIP_FILE);
|
||||
npc02->loadAnimation(AnimationState::ACTION_TO_STAND, "resources/w/default_float001_cut.txt", CONST_ZIP_FILE);
|
||||
*/
|
||||
npc02->loadBinaryAnimation(AnimationState::STAND, "resources/w/default_float001.anim", CONST_ZIP_FILE);
|
||||
npc02->loadBinaryAnimation(AnimationState::WALK, "resources/w/default_float001.anim", CONST_ZIP_FILE);
|
||||
npc02->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/float_attack003_cut.anim", CONST_ZIP_FILE);
|
||||
npc02->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/float_attack003.anim", CONST_ZIP_FILE);
|
||||
npc02->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE);
|
||||
npc02->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE);
|
||||
|
||||
//npc02->loadAnimation(AnimationState::STAND, "resources/w/float_attack003.txt", CONST_ZIP_FILE);
|
||||
//npc02->loadAnimation(AnimationState::STAND, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
|
||||
npc02->setTexture(ghostTexture);
|
||||
@ -251,38 +234,20 @@ namespace ZL
|
||||
|
||||
std::cout << "Load resurces step 12" << std::endl;
|
||||
|
||||
// Shadow mapping shaders
|
||||
#ifdef EMSCRIPTEN
|
||||
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
|
||||
#else
|
||||
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
|
||||
#endif
|
||||
|
||||
// Create shadow map (2048x2048, ortho size 40, near 0.1, far 100)
|
||||
shadowMap = std::make_unique<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
|
||||
shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
|
||||
std::cout << "Shadow map initialized" << std::endl;
|
||||
|
||||
setupNavigation();
|
||||
|
||||
loadingCompleted = true;
|
||||
|
||||
dialogueSystem.init(renderer, CONST_ZIP_FILE);
|
||||
dialogueSystem.loadDatabase("resources/dialogue/sample_dialogues.json");
|
||||
/*dialogueSystem.addTriggerZone({
|
||||
dialogueSystem.addTriggerZone({
|
||||
"ghost_room_trigger",
|
||||
"test_line_dialogue",
|
||||
Eigen::Vector3f(0.0f, 0.0f, -8.5f),
|
||||
2.0f,
|
||||
true,
|
||||
false
|
||||
});*/
|
||||
});
|
||||
|
||||
scriptEngine.init(this);
|
||||
|
||||
@ -545,161 +510,6 @@ namespace ZL
|
||||
|
||||
}
|
||||
|
||||
void Game::drawShadowDepthPass()
|
||||
{
|
||||
if (!shadowMap) return;
|
||||
|
||||
const Eigen::Vector3f& sceneCenter = player ? player->position : Eigen::Vector3f::Zero();
|
||||
shadowMap->updateLightSpaceMatrix(sceneCenter);
|
||||
|
||||
shadowMap->bind();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
// Use front-face culling during depth pass to reduce shadow acne on lit faces
|
||||
//glCullFace(GL_FRONT);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
renderer.shaderManager.PushShader("shadow_depth");
|
||||
|
||||
// Set up light's orthographic projection
|
||||
const Eigen::Matrix4f& lightProj = shadowMap->getLightProjectionMatrix();
|
||||
const Eigen::Matrix4f& lightView = shadowMap->getLightViewMatrix();
|
||||
|
||||
// Push the light's projection matrix via the 6-param ortho overload won't
|
||||
// match our pre-computed matrix. Instead, use the raw stack approach:
|
||||
// push a dummy projection then overwrite via PushSpecialMatrix-style.
|
||||
// Simpler: push ortho then push the light view as modelview.
|
||||
renderer.PushProjectionMatrix(
|
||||
-40.0f, 40.0f,
|
||||
-40.0f, 40.0f,
|
||||
0.1f, 100.0f);
|
||||
|
||||
const Eigen::Vector3f& lightDir = shadowMap->getLightDirection();
|
||||
Eigen::Vector3f lightPos = sceneCenter - lightDir * 50.0f;
|
||||
Eigen::Vector3f up(0.0f, 1.0f, 0.0f);
|
||||
if (std::abs(lightDir.dot(up)) > 0.99f) {
|
||||
up = Eigen::Vector3f(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
// Build the light view matrix and push it
|
||||
renderer.PushSpecialMatrix(lightView);
|
||||
|
||||
// Draw static geometry
|
||||
renderer.DrawVertexRenderStruct(roomMesh);
|
||||
|
||||
for (auto& [name, gameObj] : gameObjects) {
|
||||
renderer.DrawVertexRenderStruct(gameObj.mesh);
|
||||
}
|
||||
|
||||
for (auto& intObj : interactiveObjects) {
|
||||
if (intObj.isActive && intObj.texture) {
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix(intObj.position);
|
||||
renderer.DrawVertexRenderStruct(intObj.mesh);
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
// Draw characters (they handle their own skinning shader switch internally)
|
||||
if (player) player->drawShadowDepth(renderer);
|
||||
for (auto& npc : npcs) npc->drawShadowDepth(renderer);
|
||||
|
||||
renderer.PopMatrix(); // light view
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
|
||||
//glCullFace(GL_BACK);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
shadowMap->unbind();
|
||||
}
|
||||
|
||||
void Game::drawGameWithShadows()
|
||||
{
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
#ifdef DEBUG_LIGHT
|
||||
// Debug mode: render from the light's point of view using the plain
|
||||
// textured shader so we can see what the shadow map "sees".
|
||||
renderer.shaderManager.PushShader(defaultShaderName);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
|
||||
renderer.PushProjectionMatrix(
|
||||
-40.0f, 40.0f,
|
||||
-40.0f, 40.0f,
|
||||
0.1f, 1000.0f);
|
||||
|
||||
renderer.PushSpecialMatrix(shadowMap->getLightViewMatrix());
|
||||
|
||||
#else
|
||||
static const std::string shadowShaderName = "default_shadow";
|
||||
|
||||
renderer.shaderManager.PushShader(shadowShaderName);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.RenderUniform1i("uShadowMap", 1);
|
||||
|
||||
// Bind shadow map texture to unit 1
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthTexture());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||
renderer.PushMatrix();
|
||||
|
||||
renderer.LoadIdentity();
|
||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix());
|
||||
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix());
|
||||
const Eigen::Vector3f& camTarget = player ? player->position : Eigen::Vector3f::Zero();
|
||||
renderer.TranslateMatrix({ -camTarget.x(), -camTarget.y(), -camTarget.z() });
|
||||
|
||||
// Capture the camera view matrix and compute uLightFromCamera
|
||||
cameraViewMatrix = renderer.GetCurrentModelViewMatrix();
|
||||
Eigen::Matrix4f cameraViewInverse = cameraViewMatrix.inverse();
|
||||
Eigen::Matrix4f lightFromCamera = shadowMap->getLightSpaceMatrix() * cameraViewInverse;
|
||||
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
|
||||
|
||||
// Light direction in camera space for diffuse lighting
|
||||
Eigen::Vector3f lightDirCamera = cameraViewMatrix.block<3,3>(0,0) * shadowMap->getLightDirection();
|
||||
renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
|
||||
#endif
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(roomMesh);
|
||||
|
||||
for (auto& [name, gameObj] : gameObjects) {
|
||||
glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(gameObj.mesh);
|
||||
}
|
||||
|
||||
for (auto& intObj : interactiveObjects) {
|
||||
if (intObj.isActive) {
|
||||
intObj.draw(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DEBUG_LIGHT
|
||||
// In debug-light mode characters use the plain shaders (draw normally
|
||||
// but from the light's viewpoint — projection/view already on stack).
|
||||
if (player) player->draw(renderer);
|
||||
for (auto& npc : npcs) npc->draw(renderer);
|
||||
#else
|
||||
// Characters use their own shadow-aware shaders
|
||||
if (player) player->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
|
||||
for (auto& npc : npcs) npc->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
|
||||
#endif
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
}
|
||||
|
||||
void Game::drawScene() {
|
||||
glViewport(0, 0, Environment::width, Environment::height);
|
||||
if (!loadingCompleted) {
|
||||
@ -707,12 +517,7 @@ namespace ZL
|
||||
}
|
||||
else
|
||||
{
|
||||
if (shadowMap) {
|
||||
drawShadowDepthPass();
|
||||
drawGameWithShadows();
|
||||
} else {
|
||||
drawGame();
|
||||
}
|
||||
drawGame();
|
||||
drawUI();
|
||||
}
|
||||
CheckGlError();
|
||||
@ -773,11 +578,7 @@ namespace ZL
|
||||
|
||||
lastTickCount = newTickCount;
|
||||
|
||||
//if (player) player->update(delta);
|
||||
if (player) {
|
||||
player->update(delta);
|
||||
dialogueSystem.update(static_cast<int>(delta), player->position);
|
||||
}
|
||||
if (player) player->update(delta);
|
||||
for (auto& npc : npcs) npc->update(delta);
|
||||
|
||||
|
||||
@ -810,9 +611,9 @@ namespace ZL
|
||||
}
|
||||
|
||||
//for (auto& npc : npcs) npc->update(delta);
|
||||
//if (player) {
|
||||
// dialogueSystem.update(static_cast<int>(delta), player->position);
|
||||
//}
|
||||
if (player) {
|
||||
dialogueSystem.update(static_cast<int>(delta), player->position);
|
||||
}
|
||||
}
|
||||
|
||||
// Some AI stuff
|
||||
@ -908,10 +709,6 @@ namespace ZL
|
||||
handleDown(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
|
||||
|
||||
player->attackTarget = nullptr;
|
||||
if (menuManager.uiManager.isUiInteractionForFinger(ZL::UiManager::MOUSE_FINGER_ID)) {
|
||||
std::cout << "[CLICK] UI handled, skipping character movement" << std::endl;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate ray for picking
|
||||
if (dialogueSystem.blocksGameplayInput()) {
|
||||
@ -956,28 +753,22 @@ namespace ZL
|
||||
// Check if we clicked on an NPC
|
||||
Character* clickedNpc = raycastNpcs(camPos, rayDir);
|
||||
if (clickedNpc && player) {
|
||||
float distance = (player->position - clickedNpc->position).norm();
|
||||
if (distance <= clickedNpc->interactionRadius) {
|
||||
int npcIndex = -1;
|
||||
for (size_t i = 0; i < npcs.size(); ++i) {
|
||||
if (npcs[i].get() == clickedNpc) {
|
||||
npcIndex = static_cast<int>(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (npcIndex != -1) {
|
||||
std::cout << "[CLICK] *** SUCCESS: Clicked on NPC index: " << npcIndex << " ***" << std::endl;
|
||||
scriptEngine.callNpcInteractCallback(npcIndex);
|
||||
|
||||
if (clickedNpc->canAttack)
|
||||
{
|
||||
player->attackTarget = clickedNpc;
|
||||
}
|
||||
int npcIndex = -1;
|
||||
for (size_t i = 0; i < npcs.size(); ++i) {
|
||||
if (npcs[i].get() == clickedNpc) {
|
||||
npcIndex = static_cast<int>(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
std::cout << "[CLICK] Too far from NPC (distance " << distance
|
||||
<< " > " << clickedNpc->interactionRadius << ")" << std::endl;
|
||||
if (npcIndex != -1) {
|
||||
std::cout << "[CLICK] *** SUCCESS: Clicked on NPC index: " << npcIndex << " ***" << std::endl;
|
||||
scriptEngine.callNpcInteractCallback(npcIndex);
|
||||
|
||||
if (clickedNpc->canAttack)
|
||||
{
|
||||
player->attackTarget = clickedNpc;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else if (rayDir.y() < -0.001f && player) {
|
||||
|
||||
@ -22,7 +22,6 @@
|
||||
#include "ScriptEngine.h"
|
||||
#include <unordered_map>
|
||||
#include "dialogue/DialogueSystem.h"
|
||||
#include "render/ShadowMap.h"
|
||||
#include "navigation/PathFinder.h"
|
||||
#include <unordered_set>
|
||||
|
||||
@ -106,8 +105,6 @@ namespace ZL {
|
||||
void drawUI();
|
||||
void drawGame();
|
||||
void drawLoading();
|
||||
void drawShadowDepthPass();
|
||||
void drawGameWithShadows();
|
||||
void setupNavigation();
|
||||
void handleDown(int64_t fingerId, int mx, int my);
|
||||
void handleUp(int64_t fingerId, int mx, int my);
|
||||
@ -137,9 +134,6 @@ namespace ZL {
|
||||
//MenuManager menuManager;
|
||||
Dialogue::DialogueSystem dialogueSystem;
|
||||
//ScriptEngine scriptEngine;
|
||||
|
||||
std::unique_ptr<ShadowMap> shadowMap;
|
||||
Eigen::Matrix4f cameraViewMatrix = Eigen::Matrix4f::Identity();
|
||||
};
|
||||
|
||||
|
||||
|
||||
@ -121,7 +121,6 @@ CutsceneLine DialogueDatabase::parseCutsceneLine(const json& j) {
|
||||
line.text = j.value("text", "");
|
||||
line.portrait = j.value("portrait", "");
|
||||
line.sfx = j.value("sfx", "");
|
||||
line.background = j.value("background", "");
|
||||
line.durationMs = j.value("durationMs", 0);
|
||||
line.waitForConfirm = j.value("waitForConfirm", false);
|
||||
return line;
|
||||
|
||||
@ -325,7 +325,6 @@ void DialogueRuntime::startCutscene(const std::string& cutsceneId, const std::st
|
||||
|
||||
activeCutscene = cutscene;
|
||||
pendingNodeAfterCutscene = nextNodeAfterCutscene;
|
||||
currentCutsceneBackground = cutscene->background;
|
||||
mode = Mode::PlayingCutscene;
|
||||
currentCutsceneLine = -1;
|
||||
cutsceneTimerMs = 0;
|
||||
@ -364,18 +363,12 @@ void DialogueRuntime::refreshCutscenePresentation() {
|
||||
}
|
||||
|
||||
const CutsceneLine& line = activeCutscene->lines[currentCutsceneLine];
|
||||
|
||||
if (!line.background.empty()) {
|
||||
currentCutsceneBackground = line.background;
|
||||
}
|
||||
|
||||
presentation.mode = PresentationMode::Cutscene;
|
||||
presentation.speaker = line.speaker;
|
||||
presentation.fullText = line.text;
|
||||
presentation.visibleText = line.text;
|
||||
presentation.portraitPath = line.portrait;
|
||||
//presentation.backgroundPath = activeCutscene->background;
|
||||
presentation.backgroundPath = currentCutsceneBackground;
|
||||
presentation.backgroundPath = activeCutscene->background;
|
||||
presentation.choices.clear();
|
||||
presentation.selectedChoice = 0;
|
||||
presentation.revealCompleted = true;
|
||||
|
||||
@ -64,8 +64,6 @@ private:
|
||||
int currentCutsceneLine = -1;
|
||||
int cutsceneTimerMs = 0;
|
||||
|
||||
std::string currentCutsceneBackground;
|
||||
|
||||
bool evaluateConditions(const std::vector<Condition>& conditions) const;
|
||||
void applyEffects(const std::vector<Effect>& effects);
|
||||
|
||||
|
||||
@ -87,7 +87,6 @@ struct CutsceneLine {
|
||||
std::string text;
|
||||
std::string portrait;
|
||||
std::string sfx;
|
||||
std::string background;
|
||||
int durationMs = 0;
|
||||
bool waitForConfirm = false;
|
||||
};
|
||||
|
||||
@ -280,7 +280,6 @@ namespace ZL {
|
||||
data.id = item.value("id", "npc_unknown");
|
||||
data.name = item.value("name", "Unknown NPC");
|
||||
data.texturePath = item.value("texturePath", "");
|
||||
data.interactionRadius = item.value("interactionRadius", 0.0f);
|
||||
data.animationIdlePath = item.value("animationIdlePath", "");
|
||||
data.animationWalkPath = item.value("animationWalkPath", "");
|
||||
|
||||
@ -332,14 +331,7 @@ namespace ZL {
|
||||
|
||||
// Load animations
|
||||
try {
|
||||
if (npcData.animationIdlePath.substr(npcData.animationIdlePath.size() - 5) == ".anim")
|
||||
{
|
||||
npc->loadBinaryAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
|
||||
}
|
||||
npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
|
||||
std::cout << " Loaded IDLE animation: " << npcData.animationIdlePath << std::endl;
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
@ -348,15 +340,7 @@ namespace ZL {
|
||||
}
|
||||
|
||||
try {
|
||||
if (npcData.animationIdlePath.substr(npcData.animationIdlePath.size() - 5) == ".anim")
|
||||
{
|
||||
npc->loadBinaryAnimation(AnimationState::WALK, npcData.animationIdlePath, zipPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->loadAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
|
||||
}
|
||||
|
||||
npc->loadAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
|
||||
std::cout << " Loaded WALK animation: " << npcData.animationWalkPath << std::endl;
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
@ -380,7 +364,6 @@ namespace ZL {
|
||||
npc->rotationSpeed = npcData.rotationSpeed;
|
||||
npc->modelScale = npcData.modelScale;
|
||||
npc->position = Eigen::Vector3f(npcData.positionX, npcData.positionY, npcData.positionZ);
|
||||
npc->interactionRadius = npcData.interactionRadius;
|
||||
|
||||
// Set NPC metadata
|
||||
npc->npcId = npcData.id;
|
||||
|
||||
@ -57,7 +57,6 @@ namespace ZL {
|
||||
float modelCorrectionRotY = 0.0f;
|
||||
float modelCorrectionRotZ = 0.0f;
|
||||
GiftData gift;
|
||||
float interactionRadius = 0.0f;
|
||||
};
|
||||
|
||||
struct LoadedGameObject {
|
||||
|
||||
@ -792,7 +792,7 @@ namespace ZL {
|
||||
void Renderer::RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
|
||||
|
||||
auto uniform = shader->uniformList.find(uniformName);
|
||||
|
||||
if (uniform != shader->uniformList.end())
|
||||
@ -801,18 +801,6 @@ namespace ZL {
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderUniformMatrix4fvArray(const std::string& uniformName, int count, bool transpose, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
|
||||
auto uniform = shader->uniformList.find(uniformName);
|
||||
|
||||
if (uniform != shader->uniformList.end())
|
||||
{
|
||||
glUniformMatrix4fv(uniform->second, count, transpose, value);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
@ -877,13 +865,6 @@ namespace ZL {
|
||||
glVertexAttribPointer(shader->attribList[attribName], 3, GL_FLOAT, GL_FALSE, stride, pointer);
|
||||
}
|
||||
|
||||
void Renderer::VertexAttribPointer4fv(const std::string& attribName, int stride, const char* pointer)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
||||
glVertexAttribPointer(shader->attribList[attribName], 4, GL_FLOAT, GL_FALSE, stride, pointer);
|
||||
}
|
||||
|
||||
void Renderer::DisableVertexAttribArray(const std::string& attribName)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
|
||||
@ -130,7 +130,6 @@ namespace ZL {
|
||||
|
||||
void RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value);
|
||||
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
|
||||
void RenderUniformMatrix4fvArray(const std::string& uniformName, int count, bool transpose, const float* value);
|
||||
void RenderUniform1i(const std::string& uniformName, const int value);
|
||||
void RenderUniform3fv(const std::string& uniformName, const float* value);
|
||||
void RenderUniform4fv(const std::string& uniformName, const float* value);
|
||||
@ -140,8 +139,6 @@ namespace ZL {
|
||||
|
||||
void VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer);
|
||||
|
||||
void VertexAttribPointer4fv(const std::string& attribName, int stride, const char* pointer);
|
||||
|
||||
void DisableVertexAttribArray(const std::string& attribName);
|
||||
|
||||
void DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct);
|
||||
|
||||
@ -1,124 +0,0 @@
|
||||
#include "ShadowMap.h"
|
||||
#include "Environment.h"
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
|
||||
namespace ZL {
|
||||
|
||||
// Build a look-at view matrix (column-major, same convention as the engine).
|
||||
static Eigen::Matrix4f lookAt(const Eigen::Vector3f& eye,
|
||||
const Eigen::Vector3f& center,
|
||||
const Eigen::Vector3f& up) {
|
||||
Eigen::Vector3f f = (center - eye).normalized();
|
||||
Eigen::Vector3f s = f.cross(up).normalized();
|
||||
Eigen::Vector3f u = s.cross(f);
|
||||
|
||||
Eigen::Matrix4f m = Eigen::Matrix4f::Identity();
|
||||
m(0, 0) = s.x(); m(0, 1) = s.y(); m(0, 2) = s.z();
|
||||
m(1, 0) = u.x(); m(1, 1) = u.y(); m(1, 2) = u.z();
|
||||
m(2, 0) = -f.x(); m(2, 1) = -f.y(); m(2, 2) = -f.z();
|
||||
|
||||
m(0, 3) = -s.dot(eye);
|
||||
m(1, 3) = -u.dot(eye);
|
||||
m(2, 3) = f.dot(eye);
|
||||
return m;
|
||||
}
|
||||
|
||||
// Build an orthographic projection matrix that matches the engine's
|
||||
// MakeOrthoMatrix(xmin, xmax, ymin, ymax, zNear, zFar) exactly.
|
||||
static Eigen::Matrix4f ortho(float left, float right,
|
||||
float bottom, float top,
|
||||
float zNear, float zFar) {
|
||||
float width = right - left;
|
||||
float height = top - bottom;
|
||||
float depthRange = zFar - zNear;
|
||||
|
||||
Eigen::Matrix4f m = Eigen::Matrix4f::Zero();
|
||||
m(0, 0) = 2.0f / width;
|
||||
m(1, 1) = 2.0f / height;
|
||||
m(2, 2) = -1.0f / depthRange;
|
||||
m(0, 3) = -(right + left) / width;
|
||||
m(1, 3) = -(top + bottom) / height;
|
||||
m(2, 3) = zNear / depthRange;
|
||||
m(3, 3) = 1.0f;
|
||||
return m;
|
||||
}
|
||||
|
||||
ShadowMap::ShadowMap(int res, float orthoSz, float zNear, float zFar)
|
||||
: resolution(res)
|
||||
, orthoSize(orthoSz)
|
||||
, nearPlane(zNear)
|
||||
, farPlane(zFar)
|
||||
, lightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f).normalized())
|
||||
, lightViewMatrix(Eigen::Matrix4f::Identity())
|
||||
, lightProjectionMatrix(Eigen::Matrix4f::Identity())
|
||||
, lightSpaceMatrix(Eigen::Matrix4f::Identity())
|
||||
{
|
||||
glGenFramebuffers(1, &fbo);
|
||||
|
||||
glGenTextures(1, &depthTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
||||
resolution, resolution, 0,
|
||||
GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
||||
GL_TEXTURE_2D, depthTexture, 0);
|
||||
|
||||
// No color buffer for this FBO — depth only.
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Error: Shadow map framebuffer is not complete!" << std::endl;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
ShadowMap::~ShadowMap() {
|
||||
if (fbo) glDeleteFramebuffers(1, &fbo);
|
||||
if (depthTexture) glDeleteTextures(1, &depthTexture);
|
||||
}
|
||||
|
||||
void ShadowMap::setLightDirection(const Eigen::Vector3f& dir) {
|
||||
lightDirection = dir.normalized();
|
||||
}
|
||||
|
||||
void ShadowMap::updateLightSpaceMatrix(const Eigen::Vector3f& sceneCenter) {
|
||||
// Place the light "camera" looking at the scene center from the light direction.
|
||||
Eigen::Vector3f lightPos = sceneCenter - lightDirection * (farPlane * 0.5f);
|
||||
|
||||
// Choose an up vector that isn't parallel to the light direction.
|
||||
Eigen::Vector3f up(0.0f, 1.0f, 0.0f);
|
||||
if (std::abs(lightDirection.dot(up)) > 0.99f) {
|
||||
up = Eigen::Vector3f(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
lightViewMatrix = lookAt(lightPos, sceneCenter, up);
|
||||
|
||||
lightProjectionMatrix = ortho(
|
||||
-orthoSize, orthoSize,
|
||||
-orthoSize, orthoSize,
|
||||
nearPlane, farPlane);
|
||||
|
||||
lightSpaceMatrix = lightProjectionMatrix * lightViewMatrix;
|
||||
}
|
||||
|
||||
void ShadowMap::bind() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glViewport(0, 0, resolution, resolution);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void ShadowMap::unbind() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, Environment::width, Environment::height);
|
||||
}
|
||||
|
||||
} // namespace ZL
|
||||
@ -1,44 +0,0 @@
|
||||
#pragma once
|
||||
#include "render/OpenGlExtensions.h"
|
||||
#include <Eigen/Dense>
|
||||
|
||||
namespace ZL {
|
||||
|
||||
class ShadowMap {
|
||||
private:
|
||||
GLuint fbo = 0;
|
||||
GLuint depthTexture = 0;
|
||||
int resolution;
|
||||
|
||||
Eigen::Vector3f lightDirection;
|
||||
Eigen::Matrix4f lightViewMatrix;
|
||||
Eigen::Matrix4f lightProjectionMatrix;
|
||||
Eigen::Matrix4f lightSpaceMatrix;
|
||||
|
||||
float orthoSize;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
|
||||
public:
|
||||
ShadowMap(int resolution = 2048, float orthoSize = 40.0f,
|
||||
float zNear = 0.1f, float zFar = 100.0f);
|
||||
~ShadowMap();
|
||||
|
||||
ShadowMap(const ShadowMap&) = delete;
|
||||
ShadowMap& operator=(const ShadowMap&) = delete;
|
||||
|
||||
void setLightDirection(const Eigen::Vector3f& dir);
|
||||
void updateLightSpaceMatrix(const Eigen::Vector3f& sceneCenter);
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
|
||||
GLuint getDepthTexture() const { return depthTexture; }
|
||||
int getResolution() const { return resolution; }
|
||||
const Eigen::Matrix4f& getLightSpaceMatrix() const { return lightSpaceMatrix; }
|
||||
const Eigen::Matrix4f& getLightViewMatrix() const { return lightViewMatrix; }
|
||||
const Eigen::Matrix4f& getLightProjectionMatrix() const { return lightProjectionMatrix; }
|
||||
const Eigen::Vector3f& getLightDirection() const { return lightDirection; }
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
Loading…
Reference in New Issue
Block a user