├── docs ├── RiggedSimple0.bin ├── index.html └── RiggedSimple.gltf ├── Assets ├── RiggedSimple0.bin └── RiggedSimple.gltf ├── README.md ├── .gitmodules ├── Sources ├── Main.hx ├── Loader.hx └── Game.hx ├── Shaders ├── skin.frag.glsl └── skin.vert.glsl ├── khafile.js ├── completion.hxml ├── .gitignore └── LICENSE /docs/RiggedSimple0.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hamaluik/animation-test/master/docs/RiggedSimple0.bin -------------------------------------------------------------------------------- /Assets/RiggedSimple0.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hamaluik/animation-test/master/Assets/RiggedSimple0.bin -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Animation Test 2 | 3 | Testing skinned animations using GLTF in Kha. 4 | 5 | [demo](https://fuzzywuzzie.github.io/animation-test/) -------------------------------------------------------------------------------- /docs/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Animation Test 6 | 7 | 8 | 9 | 10 | 11 | 12 | -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "Kha"] 2 | path = Kha 3 | url = https://github.com/Kode/Kha.git 4 | [submodule "Libraries/glm"] 5 | path = Libraries/glm 6 | url = git@github.com:FuzzyWuzzie/haxe-glm.git 7 | [submodule "Libraries/gltf"] 8 | path = Libraries/gltf 9 | url = git@github.com:FuzzyWuzzie/haxe-gltf.git 10 | -------------------------------------------------------------------------------- /Sources/Main.hx: -------------------------------------------------------------------------------- 1 | import kha.System; 2 | import kha.Scheduler; 3 | 4 | class Main { 5 | public static function main() { 6 | Loader.onDone = function():Void { 7 | Game.initialize(); 8 | System.notifyOnRender(Game.render); 9 | Scheduler.addTimeTask(Game.update, 0, 1/60); 10 | }; 11 | System.init({ title: "Animation Test", width: 1280, height: 720}, Loader.load); 12 | } 13 | } -------------------------------------------------------------------------------- /Shaders/skin.frag.glsl: -------------------------------------------------------------------------------- 1 | #version 450 2 | 3 | in vec3 pos; 4 | in vec3 norm; 5 | out vec4 fragColour; 6 | 7 | void main() { 8 | vec3 surfaceToLight = vec3(0, 0, 5) - pos; 9 | float brightness = dot(norm, surfaceToLight) / (length(surfaceToLight) * length(norm)); 10 | brightness = mix(0.5, 1.0, clamp(brightness, 0, 1)); 11 | fragColour = vec4(vec3(0.27963539958000185, 0.6399999856948853, 0.21094389259815217) * brightness, 1.0); 12 | } 13 | -------------------------------------------------------------------------------- /khafile.js: -------------------------------------------------------------------------------- 1 | let project = new Project('Animation Test'); 2 | 3 | project.addSources('Sources'); 4 | project.addShaders('Shaders/**'); 5 | 6 | project.addLibrary('glm'); 7 | project.addLibrary('gltf'); 8 | 9 | project.addAssets('Assets/**'); 10 | 11 | project.addParameter('-debug'); 12 | project.addParameter('--times'); 13 | project.addParameter('-D eval-times'); 14 | 15 | // HTML target 16 | project.windowOptions.width = 1280; 17 | project.windowOptions.height = 720; 18 | 19 | resolve(project); -------------------------------------------------------------------------------- /completion.hxml: -------------------------------------------------------------------------------- 1 | -cp Kha/Sources 2 | -cp Kha/Backends/HTML5 3 | -cp Sources 4 | -cp Libraries/glm/src 5 | -cp Libraries/gltf/src 6 | -cp Libraries/glm/src 7 | -cp Libraries/glm 8 | -cp Libraries/gltf 9 | -cp Libraries/glm 10 | -D glm 11 | -D gltf 12 | -D sys_g1 13 | -D sys_g2 14 | -D sys_g3 15 | -D sys_g4 16 | -D sys_a1 17 | -D sys_a2 18 | -D kha_js 19 | -D kha_g1 20 | -D kha_g2 21 | -D kha_g3 22 | -D kha_g4 23 | -D kha_a1 24 | -D kha_a2 25 | -D canvas_id=khanvas 26 | -D script_name=kha 27 | -D kha_webgl 28 | -D sys_html5 29 | -D kha_html5 30 | -D kha_html5_js 31 | -D kha 32 | -D kha_version=1611 33 | -D kha_output=build/html5 34 | -D completion 35 | -js build/html5/kha.js 36 | -main Main 37 | -------------------------------------------------------------------------------- /Shaders/skin.vert.glsl: -------------------------------------------------------------------------------- 1 | #version 450 2 | 3 | in vec3 position; 4 | in vec3 normal; 5 | in vec4 joints; 6 | in vec4 weights; 7 | 8 | uniform mat4 MVP; 9 | uniform mat4 M; 10 | uniform mat4 jointMatrices[2]; 11 | 12 | out vec3 pos; 13 | out vec3 norm; 14 | 15 | void main() { 16 | mat4 skinMatrix = weights.x * jointMatrices[int(joints.x)] 17 | + weights.y * jointMatrices[int(joints.y)] 18 | + weights.z * jointMatrices[int(joints.z)] 19 | + weights.w * jointMatrices[int(joints.w)]; 20 | 21 | pos = (M * skinMatrix * vec4(position, 1.0)).xyz; 22 | norm = (M * skinMatrix * vec4(normal, 0.0)).xyz; 23 | 24 | gl_Position = MVP * skinMatrix * vec4(position, 1.0); 25 | } 26 | -------------------------------------------------------------------------------- /Sources/Loader.hx: -------------------------------------------------------------------------------- 1 | package; 2 | 3 | import kha.System; 4 | import kha.Framebuffer; 5 | import kha.Assets; 6 | import kha.Color; 7 | 8 | class Loader { 9 | @:allow(Main) 10 | static var onDone:Void->Void = null; 11 | 12 | @:allow(Main) 13 | static function load():Void { 14 | System.notifyOnRender(render); 15 | Assets.loadEverything(function() { 16 | System.removeRenderListener(render); 17 | onDone(); 18 | }); 19 | } 20 | 21 | static var bg:Color = Color.Black; 22 | static var barbg:Color = Color.fromFloats(0.25, 0.25, 0.25, 1); 23 | static var barfg:Color = Color.White; 24 | static var barw:Float = 256; 25 | static var barh:Float = 4; 26 | 27 | static function render(fb:Framebuffer):Void { 28 | var g = fb.g2; 29 | g.begin(true, bg); 30 | 31 | var sw:Float = System.windowWidth(); 32 | var sh:Float = System.windowHeight(); 33 | g.color = barbg; 34 | g.fillRect((sw - barw) / 2, (sh - barh) / 2, barw, barh); 35 | g.color = barfg; 36 | g.fillRect((sw - barw) / 2, (sh - barh) / 2, barw * Assets.progress, barh); 37 | 38 | g.end(); 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | build/ 2 | korefile.js 3 | 4 | # Created by https://www.gitignore.io/api/windows,osx,linux,visualstudiocode 5 | 6 | ### Linux ### 7 | *~ 8 | 9 | # temporary files which can be created if a process still has a handle open of a deleted file 10 | .fuse_hidden* 11 | 12 | # KDE directory preferences 13 | .directory 14 | 15 | # Linux trash folder which might appear on any partition or disk 16 | .Trash-* 17 | 18 | # .nfs files are created when an open file is removed but is still being accessed 19 | .nfs* 20 | 21 | ### OSX ### 22 | *.DS_Store 23 | .AppleDouble 24 | .LSOverride 25 | 26 | # Icon must end with two \r 27 | Icon 28 | 29 | # Thumbnails 30 | ._* 31 | 32 | # Files that might appear in the root of a volume 33 | .DocumentRevisions-V100 34 | .fseventsd 35 | .Spotlight-V100 36 | .TemporaryItems 37 | .Trashes 38 | .VolumeIcon.icns 39 | .com.apple.timemachine.donotpresent 40 | 41 | # Directories potentially created on remote AFP share 42 | .AppleDB 43 | .AppleDesktop 44 | Network Trash Folder 45 | Temporary Items 46 | .apdisk 47 | 48 | ### VisualStudioCode ### 49 | .vscode/* 50 | !.vscode/settings.json 51 | !.vscode/tasks.json 52 | !.vscode/launch.json 53 | !.vscode/extensions.json 54 | .history 55 | 56 | ### Windows ### 57 | # Windows thumbnail cache files 58 | Thumbs.db 59 | ehthumbs.db 60 | ehthumbs_vista.db 61 | 62 | # Folder config file 63 | Desktop.ini 64 | 65 | # Recycle Bin used on file shares 66 | $RECYCLE.BIN/ 67 | 68 | # Windows Installer files 69 | *.cab 70 | *.msi 71 | *.msm 72 | *.msp 73 | 74 | # Windows shortcuts 75 | *.lnk 76 | 77 | # End of https://www.gitignore.io/api/windows,osx,linux,visualstudiocode 78 | -------------------------------------------------------------------------------- /Sources/Game.hx: -------------------------------------------------------------------------------- 1 | import kha.System; 2 | import kha.Framebuffer; 3 | import kha.Color; 4 | import kha.Shaders; 5 | import kha.Image; 6 | import kha.Assets; 7 | import kha.graphics4.PipelineState; 8 | import kha.graphics4.VertexStructure; 9 | import kha.graphics4.VertexData; 10 | import kha.graphics4.ConstantLocation; 11 | import kha.graphics4.TextureUnit; 12 | import kha.graphics4.CullMode; 13 | import kha.graphics4.CompareMode; 14 | import kha.graphics4.VertexStructure; 15 | import kha.graphics4.VertexBuffer; 16 | import kha.graphics4.IndexBuffer; 17 | import kha.graphics4.Usage; 18 | import haxe.ds.Vector; 19 | import gltf.GLTF; 20 | import gltf.types.AnimationChannel; 21 | import glm.GLM; 22 | import glm.Mat4; 23 | import glm.Vec4; 24 | import glm.Vec3; 25 | import glm.Quat; 26 | 27 | class Transform { 28 | public var pos:Vec3 = new Vec3(); 29 | public var rot:Quat = Quat.identity(new Quat()); 30 | public var sca:Vec3 = new Vec3(1, 1, 1); 31 | public var mat:Mat4 = Mat4.identity(new Mat4()); 32 | 33 | public function new() {} 34 | 35 | public function calculate(?parent:Transform):Void { 36 | mat = GLM.transform(pos, rot, sca, mat); 37 | if(parent != null) { 38 | Mat4.multMat(parent.mat, mat, mat); 39 | } 40 | } 41 | } 42 | 43 | @:allow(Main) 44 | class Game { 45 | static var pipeline:PipelineState; 46 | static var mvpID:ConstantLocation; 47 | static var mID:ConstantLocation; 48 | static var jointMatricesIDs:Array; 49 | static var inverseBindMatrices:Array; 50 | 51 | static var mvp:Mat4; 52 | static var vp:Mat4; 53 | static var base:Transform; 54 | static var bones:Array; 55 | 56 | static var channels:Vector; 57 | 58 | static var jointMatrices:Array; 59 | 60 | static var vertexBuffer:VertexBuffer; 61 | static var indexBuffer:IndexBuffer; 62 | 63 | static var t:Float = 0; 64 | 65 | static function initialize():Void { 66 | var structure = new VertexStructure(); 67 | structure.add("position", VertexData.Float3); 68 | structure.add("normal", VertexData.Float3); 69 | structure.add("joints", VertexData.Float4); 70 | structure.add("weights", VertexData.Float4); 71 | 72 | pipeline = new PipelineState(); 73 | pipeline.inputLayout = [structure]; 74 | pipeline.vertexShader = Shaders.skin_vert; 75 | pipeline.fragmentShader = Shaders.skin_frag; 76 | pipeline.cullMode = CullMode.Clockwise; 77 | pipeline.depthMode = CompareMode.Less; 78 | pipeline.depthWrite = true; 79 | 80 | try { 81 | pipeline.compile(); 82 | } 83 | catch(e:String) { 84 | #if js 85 | js.Browser.console.error(e); 86 | #else 87 | trace('ERROR:'); 88 | trace(e); 89 | #end 90 | } 91 | 92 | mvpID = pipeline.getConstantLocation("MVP"); 93 | mID = pipeline.getConstantLocation("M"); 94 | jointMatricesIDs = new Array(); 95 | jointMatricesIDs.push(pipeline.getConstantLocation("jointMatrices[0]")); 96 | jointMatricesIDs.push(pipeline.getConstantLocation("jointMatrices[1]")); 97 | 98 | var riggedSimple:GLTF = GLTF.parseAndLoad(Assets.blobs.RiggedSimple_gltf.toString(), [ 99 | Assets.blobs.RiggedSimple0_bin.bytes 100 | ]); 101 | 102 | var positions:Vector = riggedSimple.meshes[0].primitives[0].getFloatAttributeValues("POSITION"); 103 | var normals:Vector = riggedSimple.meshes[0].primitives[0].getFloatAttributeValues("NORMAL"); 104 | var joints:Vector = riggedSimple.meshes[0].primitives[0].getIntAttributeValues("JOINTS_0"); 105 | var weights:Vector = riggedSimple.meshes[0].primitives[0].getFloatAttributeValues("WEIGHTS_0"); 106 | var indices:Vector = riggedSimple.meshes[0].primitives[0].getIndexValues(); 107 | 108 | var numVerts:Int = Std.int(positions.length / 3); 109 | 110 | vertexBuffer = new VertexBuffer(numVerts, structure, Usage.StaticUsage); 111 | var vbData = vertexBuffer.lock(); 112 | for(v in 0...numVerts) { 113 | vbData[(v * 14) + 0] = positions[(v * 3) + 0]; 114 | vbData[(v * 14) + 1] = positions[(v * 3) + 1]; 115 | vbData[(v * 14) + 2] = positions[(v * 3) + 2]; 116 | 117 | vbData[(v * 14) + 3] = normals[(v * 3) + 0]; 118 | vbData[(v * 14) + 4] = normals[(v * 3) + 1]; 119 | vbData[(v * 14) + 5] = normals[(v * 3) + 2]; 120 | 121 | vbData[(v * 14) + 6] = joints[(v * 4) + 0]; 122 | vbData[(v * 14) + 7] = joints[(v * 4) + 1]; 123 | vbData[(v * 14) + 8] = joints[(v * 4) + 2]; 124 | vbData[(v * 14) + 9] = joints[(v * 4) + 3]; 125 | 126 | vbData[(v * 14) + 10] = weights[(v * 4) + 0]; 127 | vbData[(v * 14) + 11] = weights[(v * 4) + 1]; 128 | vbData[(v * 14) + 12] = weights[(v * 4) + 2]; 129 | vbData[(v * 14) + 13] = weights[(v * 4) + 3]; 130 | } 131 | vertexBuffer.unlock(); 132 | 133 | indexBuffer = new IndexBuffer(indices.length, Usage.StaticUsage); 134 | var iData = indexBuffer.lock(); 135 | for (i in 0...iData.length) { 136 | iData[i] = indices[i]; 137 | } 138 | indexBuffer.unlock(); 139 | 140 | mvp = new Mat4(); 141 | base = new Transform(); 142 | base.calculate(); 143 | var v:Mat4 = GLM.lookAt( 144 | new Vec3(10, 10, 10), 145 | new Vec3(0, 0, 0), 146 | new Vec3(0, 0, 1), 147 | new Mat4() 148 | ); 149 | var p:Mat4 = GLM.perspective( 150 | 49 * Math.PI / 180, 151 | System.windowWidth() / System.windowHeight(), 152 | 0.1, 100, 153 | new Mat4() 154 | ); 155 | vp = Mat4.multMat(p, v, new Mat4()); 156 | 157 | inverseBindMatrices = new Array(); 158 | inverseBindMatrices.push(Mat4.fromFloatArray(riggedSimple.skins[0].inverseBindMatrices[0].toArray())); 159 | inverseBindMatrices.push(Mat4.fromFloatArray(riggedSimple.skins[0].inverseBindMatrices[1].toArray())); 160 | 161 | bones = new Array(); 162 | bones.push(new Transform()); 163 | bones.push(new Transform()); 164 | 165 | jointMatrices = new Array(); 166 | jointMatrices.push(Mat4.identity(new Mat4())); 167 | jointMatrices.push(Mat4.identity(new Mat4())); 168 | 169 | channels = riggedSimple.animations[0].channels; 170 | } 171 | 172 | static function sample(t:Float, samples:Vector):Vector { 173 | if(t < samples[0].input) return samples[0].output; 174 | if(t > samples[samples.length - 1].input) return samples[samples.length - 1].output; 175 | 176 | // find the two points to interpolate between 177 | var j:Int = 0; 178 | var alpha:Float = 0.0; 179 | for(i in 0...(samples.length - 1)) { 180 | if(t >= samples[i].input && t < samples[i + 1].input) { 181 | j = i; 182 | alpha = (t - samples[i].input) / (samples[i + 1].input - samples[i].input); 183 | break; 184 | } 185 | } 186 | 187 | var output:Vector = new Vector(samples[0].output.length); 188 | for(i in 0...output.length) { 189 | output[i] = GLM.lerp(samples[j].output[i], samples[j + 1].output[i], alpha); 190 | } 191 | 192 | return output; 193 | } 194 | 195 | static function update():Void { 196 | for(channel in channels) { 197 | switch(channel.path) { 198 | case TRANSLATION: { 199 | var translation:Vector = sample(t, channel.samples); 200 | bones[channel.node.id - 2].pos.x = translation[0]; 201 | bones[channel.node.id - 2].pos.y = translation[1]; 202 | bones[channel.node.id - 2].pos.z = translation[2]; 203 | } 204 | 205 | case ROTATION: { 206 | var rotation:Vector = sample(t, channel.samples); 207 | bones[channel.node.id - 2].rot.x = rotation[0]; 208 | bones[channel.node.id - 2].rot.y = rotation[1]; 209 | bones[channel.node.id - 2].rot.z = rotation[2]; 210 | bones[channel.node.id - 2].rot.w = rotation[3]; 211 | } 212 | 213 | case SCALE: { 214 | var scale:Vector = sample(t, channel.samples); 215 | bones[channel.node.id - 2].sca.x = scale[0]; 216 | bones[channel.node.id - 2].sca.y = scale[1]; 217 | bones[channel.node.id - 2].sca.z = scale[2]; 218 | } 219 | 220 | default: {} 221 | } 222 | } 223 | 224 | Quat.multiplyQuats(Quat.fromEuler(0, 0, -0.25 * (1 / 60), new Quat()), base.rot, base.rot); 225 | base.calculate(); 226 | bones[0].calculate(base); 227 | bones[1].calculate(bones[0]); 228 | 229 | Mat4.multMat(bones[0].mat, inverseBindMatrices[0], jointMatrices[0]); 230 | Mat4.multMat(bones[1].mat, inverseBindMatrices[1], jointMatrices[1]); 231 | 232 | Mat4.multMat(vp, base.mat, mvp); 233 | 234 | t += 1 / 60; 235 | if(t >= 2) { 236 | t = 0; 237 | } 238 | } 239 | 240 | static function render(fb:Framebuffer):Void { 241 | var g = fb.g4; 242 | 243 | g.begin(); 244 | g.clear(Color.Black, 1); 245 | g.setPipeline(pipeline); 246 | 247 | g.setMatrix(mvpID, mvp); 248 | g.setMatrix(mID, base.mat); 249 | g.setMatrix(jointMatricesIDs[0], jointMatrices[0]); 250 | g.setMatrix(jointMatricesIDs[1], jointMatrices[1]); 251 | 252 | g.setVertexBuffer(vertexBuffer); 253 | g.setIndexBuffer(indexBuffer); 254 | g.drawIndexedVertices(); 255 | } 256 | } 257 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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We also recommend that a 185 | file or class name and description of purpose be included on the 186 | same "printed page" as the copyright notice for easier 187 | identification within third-party archives. 188 | 189 | Copyright 2018 Kenton Hamaluik 190 | 191 | Licensed under the Apache License, Version 2.0 (the "License"); 192 | you may not use this file except in compliance with the License. 193 | You may obtain a copy of the License at 194 | 195 | http://www.apache.org/licenses/LICENSE-2.0 196 | 197 | Unless required by applicable law or agreed to in writing, software 198 | distributed under the License is distributed on an "AS IS" BASIS, 199 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 200 | See the License for the specific language governing permissions and 201 | limitations under the License. 202 | -------------------------------------------------------------------------------- /Assets/RiggedSimple.gltf: 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