examples / skeletal_animation.cc¶
In this example we’ll animate Imrod, .... amazing model.
Let’s begin by including GDT:
#include "gdt.h"
Specifying our app¶
We’ll use SDL as the platform backend with OpenGL as the graphics backend:
#include "backends/sdl/sdl.hh"
#include "backends/opengl/opengl.hh"
using my_app = gdt::application<gdt::platform::sdl::backend_for_opengl,
gdt::graphics::opengl::backend,
gdt::no_audio,
gdt::no_physics,
gdt::no_networking,
gdt::context>;
Our rendering pipeline is going to be a forward rendering pipeline with skeletal animation support:
using rigged_pipeline = gdt::rigged_pipeline<my_app::graphics>;
The imrod asset class¶
Our main asset in this example is Imrod, so we’ll create an asset class, subclassing from both gdt::drawable and gdt::animatable types. This will provide us with the ability to have a skeleton animatable and drawable model.
class imrod : public my_app::asset<imrod>,
public my_app::drawable<imrod>,
public my_app::animatable<imrod> {
Member variables¶
There are just a few more things we need in our asset class, such as our material assets and an animation object to hold our single animation for Imrod.
private:
my_app::texture _diffuse_map, _normal_map, _specular_map;
rigged_pipeline::material _material;
gdt::animation _anim;
public:
Constructing imrod¶
Our constructor has some work to do before we can use the imrod class:
- Construct drawable_asset with our imrod model file,
- Construct animatable_asset with a skeleton read from the imrod model file,
- Construct our texture maps,
- Construct our material; and
- Construct the animation object with our animation sequence for this example.
imrod(const my_app::context& ctx)
: my_app::drawable<imrod>(ctx, "res/examples/imrod.smd"),
my_app::animatable<imrod>(gdt::read_skeleton("res/examples/imrod.smd")),
_diffuse_map(ctx, "res/examples/imrod.png"),
_normal_map(ctx, "res/examples/imrod_nm.png"),
_specular_map(ctx, "res/examples/imrod_s.png"),
_material(ctx, &_diffuse_map, &_normal_map, &_specular_map),
_anim("res/examples/imrod.ani", get_skeleton())
{
play(&_anim,0);
}
const rigged_pipeline::material& get_material() const
{
return _material;
}
};
The imrod_scene class¶
Our imrod scene is going to set up everything needed to render our asset using a camera we can control with the mouse and keyboard.
Let’s take a look at the private members first:
class imrod_scene : public my_app::scene {
private:
Member variables¶
First, we set up our _imrod asset as a driven (gdt::driven) instance (gdt::instance) of our imrod class. We use gdt::direct_driver to allow code-based control over the asset location, scale and rotation.
gdt::driven<gdt::instance<imrod>, gdt::direct_driver> _imrod;
We also set up our _camera, again as a driven instance, but this time using gdt::hover_driver to allow the camera to move freely in 3D using standard camera controls (pan, track, dolly, etc..)
gdt::driven<gdt::instance<gdt::camera>, gdt::hover_driver> _camera;
Instead of controlling the camera through code, we’ll allow the user to control it using gdt::wsad_controller
gdt::wsad_controller _wsad;
For rendering, we’ll use a forward rendering pipeline with skeletal animation support.
rigged_pipeline _pipeline;
float _ambient_light = 0.3;
gdt::math::vec3 _light_direction = {-0.7, 0.5, 0.9};
public:
Note how the constructor initializes both _imrod and _camera using their drivers initializator - a function object designed to generate initializers for the drivers.
imrod_scene(const my_app::context& ctx, gdt::screen* screen) :
_imrod(ctx, gdt::pos::origin),
_camera(ctx, gdt::pov_driver::look_at({-60, 90, -60}, {0, 0, 0}), screen),
_pipeline(ctx)
{
Our model is rotated 90 degrees on the X axis, so we fix this:
_imrod.get_driver_ptr()->rotate({gdt::math::PI / 2, 0, 0});
}
Updating¶
Update is called on every frame and this is where you would usually begin running your own scene logic, as well as call other update methods for assets, controllers or other GDT objects you manage in the scene.
In our case, we’ll update our gdt::wsad_controller, our imrod asset object, check if Q was pressed to exit and finally, call render to draw a frame.
void update(const my_app::context& ctx) override
{
_wsad.update(ctx, _camera.get_driver_ptr());
_imrod.get_animatable_ptr()->update(ctx);
if (ctx.get_platform()->is_key_pressed(gdt::key::Q)) {
ctx.quit();
}
render(ctx);
}
Rendering¶
To render Imrod, we’ll create a render pass targeting the screen and clear it. We’ll then use the forward rendering pipeline, set the material to use, the camera and some lighting information we can control with our ImGui UI. Finally, we’ll draw our imrod asset.
void render(const my_app::context& ctx) override
{
my_app::render_pass(ctx)
.target(my_app::graphics::screen_buffer)
.clear();
_pipeline.use(ctx)
.set_material(_imrod.get_drawable().get_material())
.set_camera(_camera)
.set_ambient_additive(_ambient_light)
.set_light_direction(_light_direction)
.draw(_imrod);
}
ImGui¶
Overriding the imgui method allows you to use ImGui as a development and debugging tool.
void imgui(const my_app::context& ctx) override
{
_camera.entity_ptr()->imgui();
if (ImGui::CollapsingHeader("shader")) {
ImGui::SliderFloat("Ambient", &_ambient_light, 0.0f, 1.0f);
ImGui::SliderFloat3("Light Direction", &_light_direction.x, -1.0f, 1.0f);
}
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
};
Running the app¶
Nothing too special here. Just create the app object and use the template method run to start our one and only scene.
int main()
{
try {
my_app().run<imrod_scene>();
} catch (const std::exception & e) {
LOG_ERROR << e.what();
}
}