Skeletalanimation fix (#671)

* Fixed anc code cleanup for skeletal animation

Refs #669

* Fix android build
This commit is contained in:
Sascha Willems 2020-02-20 14:25:29 +01:00 committed by GitHub
parent fcb0a2a46a
commit d1fbf8d00a
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11 changed files with 26 additions and 37 deletions

View file

@ -367,8 +367,8 @@ public:
struct {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::mat4 model;
glm::mat4 bones[MAX_BONES];
glm::vec4 lightPos = glm::vec4(0.0f, -250.0f, 250.0f, 1.0);
glm::vec4 viewPos;
@ -376,8 +376,8 @@ public:
struct {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0, 0.0f, -25.0f, 1.0);
glm::vec4 viewPos;
glm::vec2 uvOffset;
@ -405,13 +405,13 @@ public:
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -150.0f;
zoomSpeed = 2.5f;
rotationSpeed = 0.5f;
rotation = { -182.5f, -38.5f, 180.0f };
title = "Skeletal animation (GPU skinning)";
cameraPos = { 0.0f, 0.0f, 12.0f };
settings.overlay = true;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 512.0f);
camera.setRotation(glm::vec3(-182.5f, -38.5f, 180.0f));
camera.setRotation(glm::vec3(0.0f, 135.0f, 0.0f));
camera.setPosition(glm::vec3(0.0f, 0.0f, -20.0f));
}
~VulkanExample()
@ -933,27 +933,20 @@ public:
{
if (viewChanged)
{
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 1024.0f);
const glm::vec3 scale = glm::vec3(0.0025f);
glm::mat4 viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
viewMatrix = glm::scale(viewMatrix, glm::vec3(0.025f));
uboVS.projection = camera.matrices.perspective;
uboVS.view = camera.matrices.view;
uboVS.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f);
uboVS.model = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::scale(uboVS.model, scale);
uboVS.view = viewMatrix * glm::translate(glm::mat4(1.0f), glm::vec3(cameraPos.x, -cameraPos.z, cameraPos.y) * 100.0f);
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.z), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.view = glm::rotate(uboVS.view, glm::radians(-rotation.y), glm::vec3(0.0f, 0.0f, 1.0f));
uboVS.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
uboFloor.projection = uboVS.projection;
uboFloor.view = viewMatrix;
uboFloor.model = glm::translate(glm::mat4(1.0f), glm::vec3(cameraPos.x, -cameraPos.z, cameraPos.y) * 100.0f);
uboFloor.model = glm::rotate(uboFloor.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboFloor.model = glm::rotate(uboFloor.model, glm::radians(rotation.z), glm::vec3(0.0f, 1.0f, 0.0f));
uboFloor.model = glm::rotate(uboFloor.model, glm::radians(-rotation.y), glm::vec3(0.0f, 0.0f, 1.0f));
uboFloor.model = glm::translate(uboFloor.model, glm::vec3(0.0f, 0.0f, -1800.0f));
uboFloor.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
uboFloor.projection = camera.matrices.perspective;
uboFloor.view = camera.matrices.view;
uboFloor.model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 4.5f, 0.0f));
uboFloor.model = glm::rotate(uboFloor.model, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
uboFloor.model = glm::scale(uboFloor.model, scale);
uboFloor.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f);
}
// Update bones