Hierarchical modeling with OpenGL using my own matrix stack and transformations for a skeletal animation
You need at least OpenGl 4
There is 5 include paths through the files where u need to change the username in case, you would like to run the program by yourself.
You will also need:
- stb_image.h
- GLFW
- Specific GLAD headers based on OpenGL version
- GLM
- imgui
make human```
## Keys
I use basic GLFW functions to handle the key inputs so nothing special.
Handling keypress events as: Text rendering: 7: on/off to show details and keybindings Camera movement: W: move camera forward A: move camera left S: move camera backwards D: move camera right X: move camera down SPACE: move camera up 8: incrase camera movement speed 9: decrase camera movement speed Object Rotation: I: rotates the object left on X axis K: rotates the object right on X axis J: rotates the object left on Y axis L: rotates the object right on Y axis U: rotates the object left on Z axis O: rotates the object right on Z axis M: incrases the speed N: reduces the speed Polygon Mode: 1: wireframe 2: points 3: filled Switching beteewen texture and color: C: color mode 4: changing the value of R 5: changing the value of G 6: changing the value of B V: texture mode B: texture versions - texture - color - mixture between texture and color - light on T: changes the texture to the next Y: changes the texture to the previous Light: Z: lighting on to controll it's position: Q: LightPos.x -+ 0.25; E: LightPos.x ++ 0.25; R: LightPos.y -+ 0.25; F: LightPos.y ++ 0.25; G: LightPos.z -+ 0.25; H: LightPos.z ++ 0.25;
## Video
## How it Looks
## Text rendering
There are quite a few ways to do it. For this project I've found `imgui` the best and esier to use compared to other ones I've tried like `freetype`.
It's considerably faster to make it compile and work. Afterwards the how to use it is straight forward.
[Menu](#menu)