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/********************************************************************************************** |
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* |
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* rmodels - Basic functions to draw 3d shapes and load and draw 3d models |
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* |
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* CONFIGURATION: |
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* #define SUPPORT_MODULE_RMODELS |
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* rmodels module is included in the build |
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* |
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* #define SUPPORT_FILEFORMAT_OBJ |
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* #define SUPPORT_FILEFORMAT_MTL |
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* #define SUPPORT_FILEFORMAT_IQM |
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* #define SUPPORT_FILEFORMAT_GLTF |
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* #define SUPPORT_FILEFORMAT_VOX |
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* #define SUPPORT_FILEFORMAT_M3D |
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* Selected desired fileformats to be supported for model data loading. |
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* |
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* #define SUPPORT_MESH_GENERATION |
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* Support procedural mesh generation functions, uses external par_shapes.h library |
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* NOTE: Some generated meshes DO NOT include generated texture coordinates |
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* |
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* |
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* LICENSE: zlib/libpng |
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* |
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) |
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* |
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* This software is provided "as-is", without any express or implied warranty. In no event |
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* will the authors be held liable for any damages arising from the use of this software. |
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* |
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* Permission is granted to anyone to use this software for any purpose, including commercial |
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* applications, and to alter it and redistribute it freely, subject to the following restrictions: |
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* |
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* 1. The origin of this software must not be misrepresented; you must not claim that you |
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* wrote the original software. If you use this software in a product, an acknowledgment |
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* in the product documentation would be appreciated but is not required. |
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* |
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented |
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* as being the original software. |
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* |
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* 3. This notice may not be removed or altered from any source distribution. |
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* |
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**********************************************************************************************/ |
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#include "raylib.h" // Declares module functions |
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// Check if config flags have been externally provided on compilation line |
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#if !defined(EXTERNAL_CONFIG_FLAGS) |
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#include "config.h" // Defines module configuration flags |
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#endif |
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#if defined(SUPPORT_MODULE_RMODELS) |
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#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText() |
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 |
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#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality |
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#include <stdio.h> // Required for: sprintf() |
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#include <stdlib.h> // Required for: malloc(), free() |
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#include <string.h> // Required for: memcmp(), strlen() |
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#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf() |
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#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) |
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#define TINYOBJ_MALLOC RL_MALLOC |
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#define TINYOBJ_CALLOC RL_CALLOC |
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#define TINYOBJ_REALLOC RL_REALLOC |
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#define TINYOBJ_FREE RL_FREE |
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#define TINYOBJ_LOADER_C_IMPLEMENTATION |
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#include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_GLTF) |
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#define CGLTF_MALLOC RL_MALLOC |
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#define CGLTF_FREE RL_FREE |
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#define CGLTF_IMPLEMENTATION |
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#include "external/cgltf.h" // glTF file format loading |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_VOX) |
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#define VOX_MALLOC RL_MALLOC |
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#define VOX_CALLOC RL_CALLOC |
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#define VOX_REALLOC RL_REALLOC |
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#define VOX_FREE RL_FREE |
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#define VOX_LOADER_IMPLEMENTATION |
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#include "external/vox_loader.h" // VOX file format loading (MagikaVoxel) |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_M3D) |
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#define M3D_MALLOC RL_MALLOC |
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#define M3D_REALLOC RL_REALLOC |
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#define M3D_FREE RL_FREE |
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#define M3D_IMPLEMENTATION |
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#include "external/m3d.h" // Model3D file format loading |
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#endif |
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#if defined(SUPPORT_MESH_GENERATION) |
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#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T))) |
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#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1)) |
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#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N))) |
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#define PAR_FREE RL_FREE |
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#if defined(_MSC_VER) // Disable some MSVC warning |
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#pragma warning(push) |
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#pragma warning(disable : 4244) |
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#pragma warning(disable : 4305) |
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#endif |
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#define PAR_SHAPES_IMPLEMENTATION |
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#include "external/par_shapes.h" // Shapes 3d parametric generation |
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#if defined(_MSC_VER) |
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#pragma warning(pop) // Disable MSVC warning suppression |
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#endif |
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#endif |
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#if defined(_WIN32) |
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#include <direct.h> // Required for: _chdir() [Used in LoadOBJ()] |
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#define CHDIR _chdir |
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#else |
| 122 |
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#include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()] |
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#define CHDIR chdir |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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//---------------------------------------------------------------------------------- |
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#ifndef MAX_MATERIAL_MAPS |
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#define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported |
| 131 |
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#endif |
| 132 |
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#ifndef MAX_MESH_VERTEX_BUFFERS |
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#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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// ... |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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// ... |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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#if defined(SUPPORT_FILEFORMAT_OBJ) |
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static Model LoadOBJ(const char *fileName); // Load OBJ mesh data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_IQM) |
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static Model LoadIQM(const char *fileName); // Load IQM mesh data |
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static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_GLTF) |
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data |
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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_VOX) |
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static Model LoadVOX(const char *filename); // Load VOX mesh data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_M3D) |
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static Model LoadM3D(const char *filename); // Load M3D mesh data |
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static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) |
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static void ProcessMaterialsOBJ(Material *rayMaterials, tinyobj_material_t *materials, int materialCount); // Process obj materials |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition |
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//---------------------------------------------------------------------------------- |
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// Draw a line in 3D world space |
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void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) |
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{ |
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rlBegin(RL_LINES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex3f(startPos.x, startPos.y, startPos.z); |
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rlVertex3f(endPos.x, endPos.y, endPos.z); |
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rlEnd(); |
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} |
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// Draw a point in 3D space, actually a small line |
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void DrawPoint3D(Vector3 position, Color color) |
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{ |
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rlPushMatrix(); |
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rlTranslatef(position.x, position.y, position.z); |
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rlBegin(RL_LINES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex3f(0.0f, 0.0f, 0.0f); |
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rlVertex3f(0.0f, 0.0f, 0.1f); |
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rlEnd(); |
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rlPopMatrix(); |
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} |
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// Draw a circle in 3D world space |
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void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color) |
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{ |
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rlPushMatrix(); |
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rlTranslatef(center.x, center.y, center.z); |
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rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z); |
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rlBegin(RL_LINES); |
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for (int i = 0; i < 360; i += 10) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f); |
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rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f); |
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} |
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rlEnd(); |
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rlPopMatrix(); |
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} |
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// Draw a color-filled triangle (vertex in counter-clockwise order!) |
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void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color) |
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{ |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex3f(v1.x, v1.y, v1.z); |
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rlVertex3f(v2.x, v2.y, v2.z); |
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rlVertex3f(v3.x, v3.y, v3.z); |
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rlEnd(); |
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} |
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// Draw a triangle strip defined by points |
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void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color) |
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{ |
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if (pointCount < 3) return; |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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for (int i = 2; i < pointCount; i++) |
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{ |
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if ((i%2) == 0) |
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{ |
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rlVertex3f(points[i].x, points[i].y, points[i].z); |
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rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z); |
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rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z); |
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} |
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else |
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{ |
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rlVertex3f(points[i].x, points[i].y, points[i].z); |
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rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z); |
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rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z); |
| 249 |
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} |
| 250 |
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} |
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✗ |
rlEnd(); |
| 252 |
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} |
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| 254 |
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// Draw cube |
| 255 |
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// NOTE: Cube position is the center position |
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void DrawCube(Vector3 position, float width, float height, float length, Color color) |
| 257 |
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{ |
| 258 |
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float x = 0.0f; |
| 259 |
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float y = 0.0f; |
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float z = 0.0f; |
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rlPushMatrix(); |
| 263 |
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// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) |
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rlTranslatef(position.x, position.y, position.z); |
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//rlRotatef(45, 0, 1, 0); |
| 266 |
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//rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition |
| 267 |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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| 271 |
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// Front face |
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left |
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right |
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left |
| 275 |
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| 276 |
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right |
| 277 |
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left |
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right |
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| 280 |
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// Back face |
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left |
| 282 |
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left |
| 283 |
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right |
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| 285 |
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right |
| 286 |
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right |
| 287 |
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left |
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| 289 |
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// Top face |
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left |
| 291 |
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left |
| 292 |
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right |
| 293 |
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| 294 |
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right |
| 295 |
|
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left |
| 296 |
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right |
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| 298 |
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// Bottom face |
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left |
| 300 |
|
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right |
| 301 |
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left |
| 302 |
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| 303 |
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right |
| 304 |
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right |
| 305 |
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left |
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| 307 |
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// Right face |
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✗ |
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right |
| 309 |
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right |
| 310 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left |
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| 312 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left |
| 313 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right |
| 314 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left |
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| 316 |
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// Left face |
| 317 |
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✗ |
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right |
| 318 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left |
| 319 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right |
| 320 |
|
|
|
| 321 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left |
| 322 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left |
| 323 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right |
| 324 |
|
✗ |
rlEnd(); |
| 325 |
|
✗ |
rlPopMatrix(); |
| 326 |
|
|
} |
| 327 |
|
|
|
| 328 |
|
|
// Draw cube (Vector version) |
| 329 |
|
✗ |
void DrawCubeV(Vector3 position, Vector3 size, Color color) |
| 330 |
|
|
{ |
| 331 |
|
✗ |
DrawCube(position, size.x, size.y, size.z, color); |
| 332 |
|
|
} |
| 333 |
|
|
|
| 334 |
|
|
// Draw cube wires |
| 335 |
|
✗ |
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) |
| 336 |
|
|
{ |
| 337 |
|
|
float x = 0.0f; |
| 338 |
|
|
float y = 0.0f; |
| 339 |
|
|
float z = 0.0f; |
| 340 |
|
|
|
| 341 |
|
✗ |
rlPushMatrix(); |
| 342 |
|
✗ |
rlTranslatef(position.x, position.y, position.z); |
| 343 |
|
|
|
| 344 |
|
✗ |
rlBegin(RL_LINES); |
| 345 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 346 |
|
|
|
| 347 |
|
|
// Front face |
| 348 |
|
|
//------------------------------------------------------------------ |
| 349 |
|
|
// Bottom line |
| 350 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom left |
| 351 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom right |
| 352 |
|
|
|
| 353 |
|
|
// Left line |
| 354 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom right |
| 355 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top right |
| 356 |
|
|
|
| 357 |
|
|
// Top line |
| 358 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top right |
| 359 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top left |
| 360 |
|
|
|
| 361 |
|
|
// Right line |
| 362 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top left |
| 363 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom left |
| 364 |
|
|
|
| 365 |
|
|
// Back face |
| 366 |
|
|
//------------------------------------------------------------------ |
| 367 |
|
|
// Bottom line |
| 368 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom left |
| 369 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom right |
| 370 |
|
|
|
| 371 |
|
|
// Left line |
| 372 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom right |
| 373 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top right |
| 374 |
|
|
|
| 375 |
|
|
// Top line |
| 376 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top right |
| 377 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top left |
| 378 |
|
|
|
| 379 |
|
|
// Right line |
| 380 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top left |
| 381 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom left |
| 382 |
|
|
|
| 383 |
|
|
// Top face |
| 384 |
|
|
//------------------------------------------------------------------ |
| 385 |
|
|
// Left line |
| 386 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top left front |
| 387 |
|
✗ |
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top left back |
| 388 |
|
|
|
| 389 |
|
|
// Right line |
| 390 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top right front |
| 391 |
|
✗ |
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top right back |
| 392 |
|
|
|
| 393 |
|
|
// Bottom face |
| 394 |
|
|
//------------------------------------------------------------------ |
| 395 |
|
|
// Left line |
| 396 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z + length/2); // Top left front |
| 397 |
|
✗ |
rlVertex3f(x - width/2, y - height/2, z - length/2); // Top left back |
| 398 |
|
|
|
| 399 |
|
|
// Right line |
| 400 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z + length/2); // Top right front |
| 401 |
|
✗ |
rlVertex3f(x + width/2, y - height/2, z - length/2); // Top right back |
| 402 |
|
✗ |
rlEnd(); |
| 403 |
|
✗ |
rlPopMatrix(); |
| 404 |
|
|
} |
| 405 |
|
|
|
| 406 |
|
|
// Draw cube wires (vector version) |
| 407 |
|
✗ |
void DrawCubeWiresV(Vector3 position, Vector3 size, Color color) |
| 408 |
|
|
{ |
| 409 |
|
✗ |
DrawCubeWires(position, size.x, size.y, size.z, color); |
| 410 |
|
|
} |
| 411 |
|
|
|
| 412 |
|
|
// Draw sphere |
| 413 |
|
✗ |
void DrawSphere(Vector3 centerPos, float radius, Color color) |
| 414 |
|
|
{ |
| 415 |
|
✗ |
DrawSphereEx(centerPos, radius, 16, 16, color); |
| 416 |
|
|
} |
| 417 |
|
|
|
| 418 |
|
|
// Draw sphere with extended parameters |
| 419 |
|
✗ |
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color) |
| 420 |
|
|
{ |
| 421 |
|
✗ |
rlPushMatrix(); |
| 422 |
|
|
// NOTE: Transformation is applied in inverse order (scale -> translate) |
| 423 |
|
✗ |
rlTranslatef(centerPos.x, centerPos.y, centerPos.z); |
| 424 |
|
✗ |
rlScalef(radius, radius, radius); |
| 425 |
|
|
|
| 426 |
|
✗ |
rlBegin(RL_TRIANGLES); |
| 427 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 428 |
|
|
|
| 429 |
|
✗ |
for (int i = 0; i < (rings + 2); i++) |
| 430 |
|
|
{ |
| 431 |
|
✗ |
for (int j = 0; j < slices; j++) |
| 432 |
|
|
{ |
| 433 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), |
| 434 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), |
| 435 |
|
✗ |
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); |
| 436 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), |
| 437 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), |
| 438 |
|
✗ |
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); |
| 439 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)), |
| 440 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), |
| 441 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices))); |
| 442 |
|
|
|
| 443 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), |
| 444 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), |
| 445 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); |
| 446 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), |
| 447 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))), |
| 448 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); |
| 449 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), |
| 450 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), |
| 451 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); |
| 452 |
|
|
} |
| 453 |
|
|
} |
| 454 |
|
✗ |
rlEnd(); |
| 455 |
|
✗ |
rlPopMatrix(); |
| 456 |
|
|
} |
| 457 |
|
|
|
| 458 |
|
|
// Draw sphere wires |
| 459 |
|
✗ |
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color) |
| 460 |
|
|
{ |
| 461 |
|
✗ |
rlPushMatrix(); |
| 462 |
|
|
// NOTE: Transformation is applied in inverse order (scale -> translate) |
| 463 |
|
✗ |
rlTranslatef(centerPos.x, centerPos.y, centerPos.z); |
| 464 |
|
✗ |
rlScalef(radius, radius, radius); |
| 465 |
|
|
|
| 466 |
|
✗ |
rlBegin(RL_LINES); |
| 467 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 468 |
|
|
|
| 469 |
|
✗ |
for (int i = 0; i < (rings + 2); i++) |
| 470 |
|
|
{ |
| 471 |
|
✗ |
for (int j = 0; j < slices; j++) |
| 472 |
|
|
{ |
| 473 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), |
| 474 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), |
| 475 |
|
✗ |
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); |
| 476 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), |
| 477 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), |
| 478 |
|
✗ |
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); |
| 479 |
|
|
|
| 480 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), |
| 481 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), |
| 482 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); |
| 483 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)), |
| 484 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), |
| 485 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices))); |
| 486 |
|
|
|
| 487 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)), |
| 488 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), |
| 489 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices))); |
| 490 |
|
✗ |
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), |
| 491 |
|
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), |
| 492 |
|
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); |
| 493 |
|
|
} |
| 494 |
|
|
} |
| 495 |
|
✗ |
rlEnd(); |
| 496 |
|
✗ |
rlPopMatrix(); |
| 497 |
|
|
} |
| 498 |
|
|
|
| 499 |
|
|
// Draw a cylinder |
| 500 |
|
|
// NOTE: It could be also used for pyramid and cone |
| 501 |
|
✗ |
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) |
| 502 |
|
|
{ |
| 503 |
|
|
if (sides < 3) sides = 3; |
| 504 |
|
|
|
| 505 |
|
✗ |
rlPushMatrix(); |
| 506 |
|
✗ |
rlTranslatef(position.x, position.y, position.z); |
| 507 |
|
|
|
| 508 |
|
✗ |
rlBegin(RL_TRIANGLES); |
| 509 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 510 |
|
|
|
| 511 |
|
✗ |
if (radiusTop > 0) |
| 512 |
|
|
{ |
| 513 |
|
|
// Draw Body ------------------------------------------------------------------------------------- |
| 514 |
|
✗ |
for (int i = 0; i < 360; i += 360/sides) |
| 515 |
|
|
{ |
| 516 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left |
| 517 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); //Bottom Right |
| 518 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right |
| 519 |
|
|
|
| 520 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left |
| 521 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left |
| 522 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right |
| 523 |
|
|
} |
| 524 |
|
|
|
| 525 |
|
|
// Draw Cap -------------------------------------------------------------------------------------- |
| 526 |
|
✗ |
for (int i = 0; i < 360; i += 360/sides) |
| 527 |
|
|
{ |
| 528 |
|
✗ |
rlVertex3f(0, height, 0); |
| 529 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); |
| 530 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); |
| 531 |
|
|
} |
| 532 |
|
|
} |
| 533 |
|
|
else |
| 534 |
|
|
{ |
| 535 |
|
|
// Draw Cone ------------------------------------------------------------------------------------- |
| 536 |
|
✗ |
for (int i = 0; i < 360; i += 360/sides) |
| 537 |
|
|
{ |
| 538 |
|
✗ |
rlVertex3f(0, height, 0); |
| 539 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); |
| 540 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); |
| 541 |
|
|
} |
| 542 |
|
|
} |
| 543 |
|
|
|
| 544 |
|
|
// Draw Base ----------------------------------------------------------------------------------------- |
| 545 |
|
✗ |
for (int i = 0; i < 360; i += 360/sides) |
| 546 |
|
|
{ |
| 547 |
|
✗ |
rlVertex3f(0, 0, 0); |
| 548 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); |
| 549 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); |
| 550 |
|
|
} |
| 551 |
|
✗ |
rlEnd(); |
| 552 |
|
✗ |
rlPopMatrix(); |
| 553 |
|
|
} |
| 554 |
|
|
|
| 555 |
|
|
// Draw a cylinder with base at startPos and top at endPos |
| 556 |
|
|
// NOTE: It could be also used for pyramid and cone |
| 557 |
|
✗ |
void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) |
| 558 |
|
|
{ |
| 559 |
|
|
if (sides < 3) sides = 3; |
| 560 |
|
|
|
| 561 |
|
✗ |
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; |
| 562 |
|
✗ |
if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; |
| 563 |
|
|
|
| 564 |
|
|
// Construct a basis of the base and the top face: |
| 565 |
|
✗ |
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); |
| 566 |
|
✗ |
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); |
| 567 |
|
|
|
| 568 |
|
✗ |
float baseAngle = (2.0f*PI)/sides; |
| 569 |
|
|
|
| 570 |
|
✗ |
rlBegin(RL_TRIANGLES); |
| 571 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 572 |
|
|
|
| 573 |
|
✗ |
for (int i = 0; i < sides; i++) { |
| 574 |
|
|
// compute the four vertices |
| 575 |
|
✗ |
float s1 = sinf(baseAngle*(i + 0))*startRadius; |
| 576 |
|
✗ |
float c1 = cosf(baseAngle*(i + 0))*startRadius; |
| 577 |
|
✗ |
Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; |
| 578 |
|
✗ |
float s2 = sinf(baseAngle*(i + 1))*startRadius; |
| 579 |
|
✗ |
float c2 = cosf(baseAngle*(i + 1))*startRadius; |
| 580 |
|
✗ |
Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z }; |
| 581 |
|
✗ |
float s3 = sinf(baseAngle*(i + 0))*endRadius; |
| 582 |
|
✗ |
float c3 = cosf(baseAngle*(i + 0))*endRadius; |
| 583 |
|
✗ |
Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z }; |
| 584 |
|
✗ |
float s4 = sinf(baseAngle*(i + 1))*endRadius; |
| 585 |
|
✗ |
float c4 = cosf(baseAngle*(i + 1))*endRadius; |
| 586 |
|
✗ |
Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z }; |
| 587 |
|
|
|
| 588 |
|
✗ |
if (startRadius > 0) { // |
| 589 |
|
✗ |
rlVertex3f(startPos.x, startPos.y, startPos.z); // | |
| 590 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); // T0 |
| 591 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); // | |
| 592 |
|
|
} // |
| 593 |
|
|
// w2 x.-----------x startPos |
| 594 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 / |
| 595 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. / |
| 596 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. / |
| 597 |
|
|
// | 2 \ T 'x w1 |
| 598 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos |
| 599 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/ |
| 600 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | / |
| 601 |
|
|
// '.\|/ |
| 602 |
|
✗ |
if (endRadius > 0) { // 'x w3 |
| 603 |
|
✗ |
rlVertex3f(endPos.x, endPos.y, endPos.z); // | |
| 604 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); // T3 |
| 605 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); // | |
| 606 |
|
|
} // |
| 607 |
|
|
} |
| 608 |
|
✗ |
rlEnd(); |
| 609 |
|
|
} |
| 610 |
|
|
|
| 611 |
|
|
// Draw a wired cylinder |
| 612 |
|
|
// NOTE: It could be also used for pyramid and cone |
| 613 |
|
✗ |
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) |
| 614 |
|
|
{ |
| 615 |
|
|
if (sides < 3) sides = 3; |
| 616 |
|
|
|
| 617 |
|
✗ |
rlPushMatrix(); |
| 618 |
|
✗ |
rlTranslatef(position.x, position.y, position.z); |
| 619 |
|
|
|
| 620 |
|
✗ |
rlBegin(RL_LINES); |
| 621 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 622 |
|
|
|
| 623 |
|
✗ |
for (int i = 0; i < 360; i += 360/sides) |
| 624 |
|
|
{ |
| 625 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); |
| 626 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); |
| 627 |
|
|
|
| 628 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); |
| 629 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); |
| 630 |
|
|
|
| 631 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); |
| 632 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); |
| 633 |
|
|
|
| 634 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); |
| 635 |
|
✗ |
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); |
| 636 |
|
|
} |
| 637 |
|
✗ |
rlEnd(); |
| 638 |
|
✗ |
rlPopMatrix(); |
| 639 |
|
|
} |
| 640 |
|
|
|
| 641 |
|
|
|
| 642 |
|
|
// Draw a wired cylinder with base at startPos and top at endPos |
| 643 |
|
|
// NOTE: It could be also used for pyramid and cone |
| 644 |
|
✗ |
void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) |
| 645 |
|
|
{ |
| 646 |
|
|
if (sides < 3) sides = 3; |
| 647 |
|
|
|
| 648 |
|
✗ |
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; |
| 649 |
|
✗ |
if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0))return; |
| 650 |
|
|
|
| 651 |
|
|
// Construct a basis of the base and the top face: |
| 652 |
|
✗ |
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); |
| 653 |
|
✗ |
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); |
| 654 |
|
|
|
| 655 |
|
✗ |
float baseAngle = (2.0f*PI)/sides; |
| 656 |
|
|
|
| 657 |
|
✗ |
rlBegin(RL_LINES); |
| 658 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 659 |
|
|
|
| 660 |
|
✗ |
for (int i = 0; i < sides; i++) { |
| 661 |
|
|
// compute the four vertices |
| 662 |
|
✗ |
float s1 = sinf(baseAngle*(i + 0))*startRadius; |
| 663 |
|
✗ |
float c1 = cosf(baseAngle*(i + 0))*startRadius; |
| 664 |
|
✗ |
Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; |
| 665 |
|
✗ |
float s2 = sinf(baseAngle*(i + 1))*startRadius; |
| 666 |
|
✗ |
float c2 = cosf(baseAngle*(i + 1))*startRadius; |
| 667 |
|
✗ |
Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z }; |
| 668 |
|
✗ |
float s3 = sinf(baseAngle*(i + 0))*endRadius; |
| 669 |
|
✗ |
float c3 = cosf(baseAngle*(i + 0))*endRadius; |
| 670 |
|
✗ |
Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z }; |
| 671 |
|
✗ |
float s4 = sinf(baseAngle*(i + 1))*endRadius; |
| 672 |
|
✗ |
float c4 = cosf(baseAngle*(i + 1))*endRadius; |
| 673 |
|
✗ |
Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z }; |
| 674 |
|
|
|
| 675 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); |
| 676 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 677 |
|
|
|
| 678 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); |
| 679 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 680 |
|
|
|
| 681 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 682 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); |
| 683 |
|
|
} |
| 684 |
|
✗ |
rlEnd(); |
| 685 |
|
|
} |
| 686 |
|
|
|
| 687 |
|
|
// Draw a capsule with the center of its sphere caps at startPos and endPos |
| 688 |
|
✗ |
void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) |
| 689 |
|
|
{ |
| 690 |
|
|
if (slices < 3) slices = 3; |
| 691 |
|
|
|
| 692 |
|
✗ |
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; |
| 693 |
|
|
|
| 694 |
|
|
// draw a sphere if start and end points are the same |
| 695 |
|
✗ |
bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0); |
| 696 |
|
✗ |
if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f}; |
| 697 |
|
|
|
| 698 |
|
|
// Construct a basis of the base and the caps: |
| 699 |
|
✗ |
Vector3 b0 = Vector3Normalize(direction); |
| 700 |
|
✗ |
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); |
| 701 |
|
✗ |
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); |
| 702 |
|
|
Vector3 capCenter = endPos; |
| 703 |
|
|
|
| 704 |
|
✗ |
float baseSliceAngle = (2.0f*PI)/slices; |
| 705 |
|
✗ |
float baseRingAngle = PI * 0.5f / rings; |
| 706 |
|
|
|
| 707 |
|
✗ |
rlBegin(RL_TRIANGLES); |
| 708 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 709 |
|
|
|
| 710 |
|
|
// render both caps |
| 711 |
|
✗ |
for (int c = 0; c < 2; c++) |
| 712 |
|
|
{ |
| 713 |
|
✗ |
for (int i = 0; i < rings; i++) |
| 714 |
|
|
{ |
| 715 |
|
✗ |
for (int j = 0; j < slices; j++) |
| 716 |
|
|
{ |
| 717 |
|
|
|
| 718 |
|
|
// we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier |
| 719 |
|
|
|
| 720 |
|
|
// as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i)) |
| 721 |
|
|
// as we iterate through the rings they must get smaller by the cos(angle(i)) |
| 722 |
|
|
|
| 723 |
|
|
// compute the four vertices |
| 724 |
|
✗ |
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); |
| 725 |
|
✗ |
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); |
| 726 |
|
|
Vector3 w1 = (Vector3){ |
| 727 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, |
| 728 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, |
| 729 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius |
| 730 |
|
|
}; |
| 731 |
|
✗ |
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); |
| 732 |
|
✗ |
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); |
| 733 |
|
|
Vector3 w2 = (Vector3){ |
| 734 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, |
| 735 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, |
| 736 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius |
| 737 |
|
|
}; |
| 738 |
|
|
|
| 739 |
|
✗ |
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); |
| 740 |
|
✗ |
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); |
| 741 |
|
|
Vector3 w3 = (Vector3){ |
| 742 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, |
| 743 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, |
| 744 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius |
| 745 |
|
|
}; |
| 746 |
|
✗ |
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); |
| 747 |
|
✗ |
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); |
| 748 |
|
|
Vector3 w4 = (Vector3){ |
| 749 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, |
| 750 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, |
| 751 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius |
| 752 |
|
|
}; |
| 753 |
|
|
|
| 754 |
|
|
// make sure cap triangle normals are facing outwards |
| 755 |
|
✗ |
if(c == 0) |
| 756 |
|
|
{ |
| 757 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); |
| 758 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 759 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 760 |
|
|
|
| 761 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 762 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); |
| 763 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 764 |
|
|
} |
| 765 |
|
|
else |
| 766 |
|
|
{ |
| 767 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); |
| 768 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 769 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 770 |
|
|
|
| 771 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 772 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 773 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); |
| 774 |
|
|
} |
| 775 |
|
|
} |
| 776 |
|
|
} |
| 777 |
|
|
capCenter = startPos; |
| 778 |
|
|
b0 = Vector3Scale(b0, -1.0f); |
| 779 |
|
|
} |
| 780 |
|
|
// render middle |
| 781 |
|
✗ |
if (!sphereCase) |
| 782 |
|
|
{ |
| 783 |
|
✗ |
for (int j = 0; j < slices; j++) |
| 784 |
|
|
{ |
| 785 |
|
|
// compute the four vertices |
| 786 |
|
✗ |
float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius; |
| 787 |
|
✗ |
float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius; |
| 788 |
|
|
Vector3 w1 = { |
| 789 |
|
✗ |
startPos.x + ringSin1*b1.x + ringCos1*b2.x, |
| 790 |
|
✗ |
startPos.y + ringSin1*b1.y + ringCos1*b2.y, |
| 791 |
|
✗ |
startPos.z + ringSin1*b1.z + ringCos1*b2.z |
| 792 |
|
|
}; |
| 793 |
|
✗ |
float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius; |
| 794 |
|
✗ |
float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius; |
| 795 |
|
|
Vector3 w2 = { |
| 796 |
|
✗ |
startPos.x + ringSin2*b1.x + ringCos2*b2.x, |
| 797 |
|
✗ |
startPos.y + ringSin2*b1.y + ringCos2*b2.y, |
| 798 |
|
✗ |
startPos.z + ringSin2*b1.z + ringCos2*b2.z |
| 799 |
|
|
}; |
| 800 |
|
|
|
| 801 |
|
|
float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius; |
| 802 |
|
|
float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius; |
| 803 |
|
|
Vector3 w3 = { |
| 804 |
|
✗ |
endPos.x + ringSin3*b1.x + ringCos3*b2.x, |
| 805 |
|
✗ |
endPos.y + ringSin3*b1.y + ringCos3*b2.y, |
| 806 |
|
✗ |
endPos.z + ringSin3*b1.z + ringCos3*b2.z |
| 807 |
|
|
}; |
| 808 |
|
|
float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius; |
| 809 |
|
|
float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius; |
| 810 |
|
|
Vector3 w4 = { |
| 811 |
|
✗ |
endPos.x + ringSin4*b1.x + ringCos4*b2.x, |
| 812 |
|
✗ |
endPos.y + ringSin4*b1.y + ringCos4*b2.y, |
| 813 |
|
✗ |
endPos.z + ringSin4*b1.z + ringCos4*b2.z |
| 814 |
|
|
}; |
| 815 |
|
|
// w2 x.-----------x startPos |
| 816 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 / |
| 817 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. / |
| 818 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. / |
| 819 |
|
|
// | 2 \ T 'x w1 |
| 820 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos |
| 821 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/ |
| 822 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | / |
| 823 |
|
|
// '.\|/ |
| 824 |
|
|
// 'x w3 |
| 825 |
|
|
} |
| 826 |
|
|
} |
| 827 |
|
✗ |
rlEnd(); |
| 828 |
|
|
} |
| 829 |
|
|
|
| 830 |
|
|
// Draw capsule wires with the center of its sphere caps at startPos and endPos |
| 831 |
|
✗ |
void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) |
| 832 |
|
|
{ |
| 833 |
|
|
if (slices < 3) slices = 3; |
| 834 |
|
|
|
| 835 |
|
✗ |
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; |
| 836 |
|
|
|
| 837 |
|
|
// draw a sphere if start and end points are the same |
| 838 |
|
✗ |
bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0); |
| 839 |
|
✗ |
if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f}; |
| 840 |
|
|
|
| 841 |
|
|
// Construct a basis of the base and the caps: |
| 842 |
|
✗ |
Vector3 b0 = Vector3Normalize(direction); |
| 843 |
|
✗ |
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); |
| 844 |
|
✗ |
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); |
| 845 |
|
|
Vector3 capCenter = endPos; |
| 846 |
|
|
|
| 847 |
|
✗ |
float baseSliceAngle = (2.0f*PI)/slices; |
| 848 |
|
✗ |
float baseRingAngle = PI * 0.5f / rings; |
| 849 |
|
|
|
| 850 |
|
✗ |
rlBegin(RL_LINES); |
| 851 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 852 |
|
|
|
| 853 |
|
|
// render both caps |
| 854 |
|
✗ |
for (int c = 0; c < 2; c++) |
| 855 |
|
|
{ |
| 856 |
|
✗ |
for (int i = 0; i < rings; i++) |
| 857 |
|
|
{ |
| 858 |
|
✗ |
for (int j = 0; j < slices; j++) |
| 859 |
|
|
{ |
| 860 |
|
|
|
| 861 |
|
|
// we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier |
| 862 |
|
|
|
| 863 |
|
|
// as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i)) |
| 864 |
|
|
// as we iterate through the rings they must get smaller by the cos(angle(i)) |
| 865 |
|
|
|
| 866 |
|
|
// compute the four vertices |
| 867 |
|
✗ |
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); |
| 868 |
|
✗ |
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); |
| 869 |
|
|
Vector3 w1 = (Vector3){ |
| 870 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, |
| 871 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, |
| 872 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius |
| 873 |
|
|
}; |
| 874 |
|
✗ |
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); |
| 875 |
|
✗ |
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); |
| 876 |
|
|
Vector3 w2 = (Vector3){ |
| 877 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, |
| 878 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, |
| 879 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius |
| 880 |
|
|
}; |
| 881 |
|
|
|
| 882 |
|
✗ |
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); |
| 883 |
|
✗ |
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); |
| 884 |
|
|
Vector3 w3 = (Vector3){ |
| 885 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, |
| 886 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, |
| 887 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius |
| 888 |
|
|
}; |
| 889 |
|
✗ |
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); |
| 890 |
|
✗ |
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); |
| 891 |
|
|
Vector3 w4 = (Vector3){ |
| 892 |
|
✗ |
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, |
| 893 |
|
✗ |
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, |
| 894 |
|
✗ |
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius |
| 895 |
|
|
}; |
| 896 |
|
|
|
| 897 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); |
| 898 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 899 |
|
|
|
| 900 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 901 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 902 |
|
|
|
| 903 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); |
| 904 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 905 |
|
|
|
| 906 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 907 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); |
| 908 |
|
|
|
| 909 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 910 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); |
| 911 |
|
|
} |
| 912 |
|
|
} |
| 913 |
|
|
capCenter = startPos; |
| 914 |
|
|
b0 = Vector3Scale(b0, -1.0f); |
| 915 |
|
|
} |
| 916 |
|
|
// render middle |
| 917 |
|
✗ |
if (!sphereCase) |
| 918 |
|
|
{ |
| 919 |
|
✗ |
for (int j = 0; j < slices; j++) |
| 920 |
|
|
{ |
| 921 |
|
|
// compute the four vertices |
| 922 |
|
✗ |
float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius; |
| 923 |
|
✗ |
float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius; |
| 924 |
|
|
Vector3 w1 = { |
| 925 |
|
✗ |
startPos.x + ringSin1*b1.x + ringCos1*b2.x, |
| 926 |
|
✗ |
startPos.y + ringSin1*b1.y + ringCos1*b2.y, |
| 927 |
|
✗ |
startPos.z + ringSin1*b1.z + ringCos1*b2.z |
| 928 |
|
|
}; |
| 929 |
|
✗ |
float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius; |
| 930 |
|
✗ |
float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius; |
| 931 |
|
|
Vector3 w2 = { |
| 932 |
|
✗ |
startPos.x + ringSin2*b1.x + ringCos2*b2.x, |
| 933 |
|
✗ |
startPos.y + ringSin2*b1.y + ringCos2*b2.y, |
| 934 |
|
✗ |
startPos.z + ringSin2*b1.z + ringCos2*b2.z |
| 935 |
|
|
}; |
| 936 |
|
|
|
| 937 |
|
|
float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius; |
| 938 |
|
|
float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius; |
| 939 |
|
|
Vector3 w3 = { |
| 940 |
|
✗ |
endPos.x + ringSin3*b1.x + ringCos3*b2.x, |
| 941 |
|
✗ |
endPos.y + ringSin3*b1.y + ringCos3*b2.y, |
| 942 |
|
✗ |
endPos.z + ringSin3*b1.z + ringCos3*b2.z |
| 943 |
|
|
}; |
| 944 |
|
|
float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius; |
| 945 |
|
|
float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius; |
| 946 |
|
|
Vector3 w4 = { |
| 947 |
|
✗ |
endPos.x + ringSin4*b1.x + ringCos4*b2.x, |
| 948 |
|
✗ |
endPos.y + ringSin4*b1.y + ringCos4*b2.y, |
| 949 |
|
✗ |
endPos.z + ringSin4*b1.z + ringCos4*b2.z |
| 950 |
|
|
}; |
| 951 |
|
|
|
| 952 |
|
✗ |
rlVertex3f(w1.x, w1.y, w1.z); |
| 953 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 954 |
|
|
|
| 955 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 956 |
|
✗ |
rlVertex3f(w4.x, w4.y, w4.z); |
| 957 |
|
|
|
| 958 |
|
✗ |
rlVertex3f(w2.x, w2.y, w2.z); |
| 959 |
|
✗ |
rlVertex3f(w3.x, w3.y, w3.z); |
| 960 |
|
|
} |
| 961 |
|
|
} |
| 962 |
|
✗ |
rlEnd(); |
| 963 |
|
|
} |
| 964 |
|
|
|
| 965 |
|
|
// Draw a plane |
| 966 |
|
✗ |
void DrawPlane(Vector3 centerPos, Vector2 size, Color color) |
| 967 |
|
|
{ |
| 968 |
|
|
// NOTE: Plane is always created on XZ ground |
| 969 |
|
✗ |
rlPushMatrix(); |
| 970 |
|
✗ |
rlTranslatef(centerPos.x, centerPos.y, centerPos.z); |
| 971 |
|
✗ |
rlScalef(size.x, 1.0f, size.y); |
| 972 |
|
|
|
| 973 |
|
✗ |
rlBegin(RL_QUADS); |
| 974 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 975 |
|
✗ |
rlNormal3f(0.0f, 1.0f, 0.0f); |
| 976 |
|
|
|
| 977 |
|
✗ |
rlVertex3f(-0.5f, 0.0f, -0.5f); |
| 978 |
|
✗ |
rlVertex3f(-0.5f, 0.0f, 0.5f); |
| 979 |
|
✗ |
rlVertex3f(0.5f, 0.0f, 0.5f); |
| 980 |
|
✗ |
rlVertex3f(0.5f, 0.0f, -0.5f); |
| 981 |
|
✗ |
rlEnd(); |
| 982 |
|
✗ |
rlPopMatrix(); |
| 983 |
|
|
} |
| 984 |
|
|
|
| 985 |
|
|
// Draw a ray line |
| 986 |
|
✗ |
void DrawRay(Ray ray, Color color) |
| 987 |
|
|
{ |
| 988 |
|
|
float scale = 10000; |
| 989 |
|
|
|
| 990 |
|
✗ |
rlBegin(RL_LINES); |
| 991 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 992 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 993 |
|
|
|
| 994 |
|
✗ |
rlVertex3f(ray.position.x, ray.position.y, ray.position.z); |
| 995 |
|
✗ |
rlVertex3f(ray.position.x + ray.direction.x*scale, ray.position.y + ray.direction.y*scale, ray.position.z + ray.direction.z*scale); |
| 996 |
|
✗ |
rlEnd(); |
| 997 |
|
|
} |
| 998 |
|
|
|
| 999 |
|
|
// Draw a grid centered at (0, 0, 0) |
| 1000 |
|
✗ |
void DrawGrid(int slices, float spacing) |
| 1001 |
|
|
{ |
| 1002 |
|
✗ |
int halfSlices = slices/2; |
| 1003 |
|
|
|
| 1004 |
|
✗ |
rlBegin(RL_LINES); |
| 1005 |
|
✗ |
for (int i = -halfSlices; i <= halfSlices; i++) |
| 1006 |
|
|
{ |
| 1007 |
|
✗ |
if (i == 0) |
| 1008 |
|
|
{ |
| 1009 |
|
✗ |
rlColor3f(0.5f, 0.5f, 0.5f); |
| 1010 |
|
✗ |
rlColor3f(0.5f, 0.5f, 0.5f); |
| 1011 |
|
✗ |
rlColor3f(0.5f, 0.5f, 0.5f); |
| 1012 |
|
✗ |
rlColor3f(0.5f, 0.5f, 0.5f); |
| 1013 |
|
|
} |
| 1014 |
|
|
else |
| 1015 |
|
|
{ |
| 1016 |
|
✗ |
rlColor3f(0.75f, 0.75f, 0.75f); |
| 1017 |
|
✗ |
rlColor3f(0.75f, 0.75f, 0.75f); |
| 1018 |
|
✗ |
rlColor3f(0.75f, 0.75f, 0.75f); |
| 1019 |
|
✗ |
rlColor3f(0.75f, 0.75f, 0.75f); |
| 1020 |
|
|
} |
| 1021 |
|
|
|
| 1022 |
|
✗ |
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); |
| 1023 |
|
✗ |
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing); |
| 1024 |
|
|
|
| 1025 |
|
✗ |
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing); |
| 1026 |
|
✗ |
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing); |
| 1027 |
|
|
} |
| 1028 |
|
✗ |
rlEnd(); |
| 1029 |
|
|
} |
| 1030 |
|
|
|
| 1031 |
|
|
// Load model from files (mesh and material) |
| 1032 |
|
✗ |
Model LoadModel(const char *fileName) |
| 1033 |
|
|
{ |
| 1034 |
|
✗ |
Model model = { 0 }; |
| 1035 |
|
|
|
| 1036 |
|
|
#if defined(SUPPORT_FILEFORMAT_OBJ) |
| 1037 |
|
✗ |
if (IsFileExtension(fileName, ".obj")) model = LoadOBJ(fileName); |
| 1038 |
|
|
#endif |
| 1039 |
|
|
#if defined(SUPPORT_FILEFORMAT_IQM) |
| 1040 |
|
✗ |
if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName); |
| 1041 |
|
|
#endif |
| 1042 |
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF) |
| 1043 |
|
✗ |
if (IsFileExtension(fileName, ".gltf") || IsFileExtension(fileName, ".glb")) model = LoadGLTF(fileName); |
| 1044 |
|
|
#endif |
| 1045 |
|
|
#if defined(SUPPORT_FILEFORMAT_VOX) |
| 1046 |
|
✗ |
if (IsFileExtension(fileName, ".vox")) model = LoadVOX(fileName); |
| 1047 |
|
|
#endif |
| 1048 |
|
|
#if defined(SUPPORT_FILEFORMAT_M3D) |
| 1049 |
|
✗ |
if (IsFileExtension(fileName, ".m3d")) model = LoadM3D(fileName); |
| 1050 |
|
|
#endif |
| 1051 |
|
|
|
| 1052 |
|
|
// Make sure model transform is set to identity matrix! |
| 1053 |
|
|
model.transform = MatrixIdentity(); |
| 1054 |
|
|
|
| 1055 |
|
✗ |
if (model.meshCount == 0) |
| 1056 |
|
|
{ |
| 1057 |
|
|
model.meshCount = 1; |
| 1058 |
|
✗ |
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); |
| 1059 |
|
|
#if defined(SUPPORT_MESH_GENERATION) |
| 1060 |
|
✗ |
TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data, default to cube mesh", fileName); |
| 1061 |
|
✗ |
model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f); |
| 1062 |
|
|
#else |
| 1063 |
|
|
TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data", fileName); |
| 1064 |
|
|
#endif |
| 1065 |
|
|
} |
| 1066 |
|
|
else |
| 1067 |
|
|
{ |
| 1068 |
|
|
// Upload vertex data to GPU (static mesh) |
| 1069 |
|
✗ |
for (int i = 0; i < model.meshCount; i++) UploadMesh(&model.meshes[i], false); |
| 1070 |
|
|
} |
| 1071 |
|
|
|
| 1072 |
|
✗ |
if (model.materialCount == 0) |
| 1073 |
|
|
{ |
| 1074 |
|
✗ |
TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to load material data, default to white material", fileName); |
| 1075 |
|
|
|
| 1076 |
|
|
model.materialCount = 1; |
| 1077 |
|
✗ |
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); |
| 1078 |
|
✗ |
model.materials[0] = LoadMaterialDefault(); |
| 1079 |
|
|
|
| 1080 |
|
✗ |
if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
| 1081 |
|
|
} |
| 1082 |
|
|
|
| 1083 |
|
✗ |
return model; |
| 1084 |
|
|
} |
| 1085 |
|
|
|
| 1086 |
|
|
// Load model from generated mesh |
| 1087 |
|
|
// WARNING: A shallow copy of mesh is generated, passed by value, |
| 1088 |
|
|
// as long as struct contains pointers to data and some values, we get a copy |
| 1089 |
|
|
// of mesh pointing to same data as original version... be careful! |
| 1090 |
|
✗ |
Model LoadModelFromMesh(Mesh mesh) |
| 1091 |
|
|
{ |
| 1092 |
|
|
Model model = { 0 }; |
| 1093 |
|
|
|
| 1094 |
|
|
model.transform = MatrixIdentity(); |
| 1095 |
|
|
|
| 1096 |
|
|
model.meshCount = 1; |
| 1097 |
|
✗ |
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); |
| 1098 |
|
✗ |
model.meshes[0] = mesh; |
| 1099 |
|
|
|
| 1100 |
|
|
model.materialCount = 1; |
| 1101 |
|
✗ |
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); |
| 1102 |
|
✗ |
model.materials[0] = LoadMaterialDefault(); |
| 1103 |
|
|
|
| 1104 |
|
✗ |
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
| 1105 |
|
|
model.meshMaterial[0] = 0; // First material index |
| 1106 |
|
|
|
| 1107 |
|
✗ |
return model; |
| 1108 |
|
|
} |
| 1109 |
|
|
|
| 1110 |
|
|
// Check if a model is ready |
| 1111 |
|
✗ |
bool IsModelReady(Model model) |
| 1112 |
|
|
{ |
| 1113 |
|
✗ |
return ((model.meshes != NULL) && // Validate model contains some mesh |
| 1114 |
|
✗ |
(model.materials != NULL) && // Validate model contains some material (at least default one) |
| 1115 |
|
✗ |
(model.meshMaterial != NULL) && // Validate mesh-material linkage |
| 1116 |
|
✗ |
(model.meshCount > 0) && // Validate mesh count |
| 1117 |
|
✗ |
(model.materialCount > 0)); // Validate material count |
| 1118 |
|
|
|
| 1119 |
|
|
// NOTE: This is a very general model validation, many elements could be validated from a model... |
| 1120 |
|
|
} |
| 1121 |
|
|
|
| 1122 |
|
|
// Unload model (meshes/materials) from memory (RAM and/or VRAM) |
| 1123 |
|
|
// NOTE: This function takes care of all model elements, for a detailed control |
| 1124 |
|
|
// over them, use UnloadMesh() and UnloadMaterial() |
| 1125 |
|
✗ |
void UnloadModel(Model model) |
| 1126 |
|
|
{ |
| 1127 |
|
|
// Unload meshes |
| 1128 |
|
✗ |
for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]); |
| 1129 |
|
|
|
| 1130 |
|
|
// Unload materials maps |
| 1131 |
|
|
// NOTE: As the user could be sharing shaders and textures between models, |
| 1132 |
|
|
// we don't unload the material but just free its maps, |
| 1133 |
|
|
// the user is responsible for freeing models shaders and textures |
| 1134 |
|
✗ |
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps); |
| 1135 |
|
|
|
| 1136 |
|
|
// Unload arrays |
| 1137 |
|
✗ |
RL_FREE(model.meshes); |
| 1138 |
|
✗ |
RL_FREE(model.materials); |
| 1139 |
|
✗ |
RL_FREE(model.meshMaterial); |
| 1140 |
|
|
|
| 1141 |
|
|
// Unload animation data |
| 1142 |
|
✗ |
RL_FREE(model.bones); |
| 1143 |
|
✗ |
RL_FREE(model.bindPose); |
| 1144 |
|
|
|
| 1145 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM"); |
| 1146 |
|
|
} |
| 1147 |
|
|
|
| 1148 |
|
|
// Compute model bounding box limits (considers all meshes) |
| 1149 |
|
✗ |
BoundingBox GetModelBoundingBox(Model model) |
| 1150 |
|
|
{ |
| 1151 |
|
|
BoundingBox bounds = { 0 }; |
| 1152 |
|
|
|
| 1153 |
|
✗ |
if (model.meshCount > 0) |
| 1154 |
|
|
{ |
| 1155 |
|
|
Vector3 temp = { 0 }; |
| 1156 |
|
✗ |
bounds = GetMeshBoundingBox(model.meshes[0]); |
| 1157 |
|
|
|
| 1158 |
|
✗ |
for (int i = 1; i < model.meshCount; i++) |
| 1159 |
|
|
{ |
| 1160 |
|
✗ |
BoundingBox tempBounds = GetMeshBoundingBox(model.meshes[i]); |
| 1161 |
|
|
|
| 1162 |
|
✗ |
temp.x = (bounds.min.x < tempBounds.min.x)? bounds.min.x : tempBounds.min.x; |
| 1163 |
|
✗ |
temp.y = (bounds.min.y < tempBounds.min.y)? bounds.min.y : tempBounds.min.y; |
| 1164 |
|
✗ |
temp.z = (bounds.min.z < tempBounds.min.z)? bounds.min.z : tempBounds.min.z; |
| 1165 |
|
|
bounds.min = temp; |
| 1166 |
|
|
|
| 1167 |
|
✗ |
temp.x = (bounds.max.x > tempBounds.max.x)? bounds.max.x : tempBounds.max.x; |
| 1168 |
|
✗ |
temp.y = (bounds.max.y > tempBounds.max.y)? bounds.max.y : tempBounds.max.y; |
| 1169 |
|
✗ |
temp.z = (bounds.max.z > tempBounds.max.z)? bounds.max.z : tempBounds.max.z; |
| 1170 |
|
|
bounds.max = temp; |
| 1171 |
|
|
} |
| 1172 |
|
|
} |
| 1173 |
|
|
|
| 1174 |
|
✗ |
return bounds; |
| 1175 |
|
|
} |
| 1176 |
|
|
|
| 1177 |
|
|
// Upload vertex data into a VAO (if supported) and VBO |
| 1178 |
|
✗ |
void UploadMesh(Mesh *mesh, bool dynamic) |
| 1179 |
|
|
{ |
| 1180 |
|
✗ |
if (mesh->vaoId > 0) |
| 1181 |
|
|
{ |
| 1182 |
|
|
// Check if mesh has already been loaded in GPU |
| 1183 |
|
✗ |
TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId); |
| 1184 |
|
✗ |
return; |
| 1185 |
|
|
} |
| 1186 |
|
|
|
| 1187 |
|
✗ |
mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int)); |
| 1188 |
|
|
|
| 1189 |
|
✗ |
mesh->vaoId = 0; // Vertex Array Object |
| 1190 |
|
✗ |
mesh->vboId[0] = 0; // Vertex buffer: positions |
| 1191 |
|
✗ |
mesh->vboId[1] = 0; // Vertex buffer: texcoords |
| 1192 |
|
✗ |
mesh->vboId[2] = 0; // Vertex buffer: normals |
| 1193 |
|
✗ |
mesh->vboId[3] = 0; // Vertex buffer: colors |
| 1194 |
|
✗ |
mesh->vboId[4] = 0; // Vertex buffer: tangents |
| 1195 |
|
✗ |
mesh->vboId[5] = 0; // Vertex buffer: texcoords2 |
| 1196 |
|
✗ |
mesh->vboId[6] = 0; // Vertex buffer: indices |
| 1197 |
|
|
|
| 1198 |
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1199 |
|
✗ |
mesh->vaoId = rlLoadVertexArray(); |
| 1200 |
|
✗ |
rlEnableVertexArray(mesh->vaoId); |
| 1201 |
|
|
|
| 1202 |
|
|
// NOTE: Vertex attributes must be uploaded considering default locations points and available vertex data |
| 1203 |
|
|
|
| 1204 |
|
|
// Enable vertex attributes: position (shader-location = 0) |
| 1205 |
|
✗ |
void *vertices = mesh->animVertices != NULL ? mesh->animVertices : mesh->vertices; |
| 1206 |
|
✗ |
mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic); |
| 1207 |
|
✗ |
rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0); |
| 1208 |
|
✗ |
rlEnableVertexAttribute(0); |
| 1209 |
|
|
|
| 1210 |
|
|
// Enable vertex attributes: texcoords (shader-location = 1) |
| 1211 |
|
✗ |
mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic); |
| 1212 |
|
✗ |
rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0); |
| 1213 |
|
✗ |
rlEnableVertexAttribute(1); |
| 1214 |
|
|
|
| 1215 |
|
|
// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute |
| 1216 |
|
|
// is part of current state, and it is maintained even if a different program object is used |
| 1217 |
|
|
|
| 1218 |
|
✗ |
if (mesh->normals != NULL) |
| 1219 |
|
|
{ |
| 1220 |
|
|
// Enable vertex attributes: normals (shader-location = 2) |
| 1221 |
|
✗ |
void *normals = mesh->animNormals != NULL ? mesh->animNormals : mesh->normals; |
| 1222 |
|
✗ |
mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic); |
| 1223 |
|
✗ |
rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0); |
| 1224 |
|
✗ |
rlEnableVertexAttribute(2); |
| 1225 |
|
|
} |
| 1226 |
|
|
else |
| 1227 |
|
|
{ |
| 1228 |
|
|
// Default vertex attribute: normal |
| 1229 |
|
|
// WARNING: Default value provided to shader if location available |
| 1230 |
|
✗ |
float value[3] = { 1.0f, 1.0f, 1.0f }; |
| 1231 |
|
✗ |
rlSetVertexAttributeDefault(2, value, SHADER_ATTRIB_VEC3, 3); |
| 1232 |
|
✗ |
rlDisableVertexAttribute(2); |
| 1233 |
|
|
} |
| 1234 |
|
|
|
| 1235 |
|
✗ |
if (mesh->colors != NULL) |
| 1236 |
|
|
{ |
| 1237 |
|
|
// Enable vertex attribute: color (shader-location = 3) |
| 1238 |
|
✗ |
mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic); |
| 1239 |
|
✗ |
rlSetVertexAttribute(3, 4, RL_UNSIGNED_BYTE, 1, 0, 0); |
| 1240 |
|
✗ |
rlEnableVertexAttribute(3); |
| 1241 |
|
|
} |
| 1242 |
|
|
else |
| 1243 |
|
|
{ |
| 1244 |
|
|
// Default vertex attribute: color |
| 1245 |
|
|
// WARNING: Default value provided to shader if location available |
| 1246 |
|
✗ |
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; // WHITE |
| 1247 |
|
✗ |
rlSetVertexAttributeDefault(3, value, SHADER_ATTRIB_VEC4, 4); |
| 1248 |
|
✗ |
rlDisableVertexAttribute(3); |
| 1249 |
|
|
} |
| 1250 |
|
|
|
| 1251 |
|
✗ |
if (mesh->tangents != NULL) |
| 1252 |
|
|
{ |
| 1253 |
|
|
// Enable vertex attribute: tangent (shader-location = 4) |
| 1254 |
|
✗ |
mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic); |
| 1255 |
|
✗ |
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); |
| 1256 |
|
✗ |
rlEnableVertexAttribute(4); |
| 1257 |
|
|
} |
| 1258 |
|
|
else |
| 1259 |
|
|
{ |
| 1260 |
|
|
// Default vertex attribute: tangent |
| 1261 |
|
|
// WARNING: Default value provided to shader if location available |
| 1262 |
|
✗ |
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
| 1263 |
|
✗ |
rlSetVertexAttributeDefault(4, value, SHADER_ATTRIB_VEC4, 4); |
| 1264 |
|
✗ |
rlDisableVertexAttribute(4); |
| 1265 |
|
|
} |
| 1266 |
|
|
|
| 1267 |
|
✗ |
if (mesh->texcoords2 != NULL) |
| 1268 |
|
|
{ |
| 1269 |
|
|
// Enable vertex attribute: texcoord2 (shader-location = 5) |
| 1270 |
|
✗ |
mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic); |
| 1271 |
|
✗ |
rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0); |
| 1272 |
|
✗ |
rlEnableVertexAttribute(5); |
| 1273 |
|
|
} |
| 1274 |
|
|
else |
| 1275 |
|
|
{ |
| 1276 |
|
|
// Default vertex attribute: texcoord2 |
| 1277 |
|
|
// WARNING: Default value provided to shader if location available |
| 1278 |
|
✗ |
float value[2] = { 0.0f, 0.0f }; |
| 1279 |
|
✗ |
rlSetVertexAttributeDefault(5, value, SHADER_ATTRIB_VEC2, 2); |
| 1280 |
|
✗ |
rlDisableVertexAttribute(5); |
| 1281 |
|
|
} |
| 1282 |
|
|
|
| 1283 |
|
✗ |
if (mesh->indices != NULL) |
| 1284 |
|
|
{ |
| 1285 |
|
✗ |
mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic); |
| 1286 |
|
|
} |
| 1287 |
|
|
|
| 1288 |
|
✗ |
if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); |
| 1289 |
|
✗ |
else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)"); |
| 1290 |
|
|
|
| 1291 |
|
✗ |
rlDisableVertexArray(); |
| 1292 |
|
|
#endif |
| 1293 |
|
|
} |
| 1294 |
|
|
|
| 1295 |
|
|
// Update mesh vertex data in GPU for a specific buffer index |
| 1296 |
|
✗ |
void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset) |
| 1297 |
|
|
{ |
| 1298 |
|
✗ |
rlUpdateVertexBuffer(mesh.vboId[index], data, dataSize, offset); |
| 1299 |
|
|
} |
| 1300 |
|
|
|
| 1301 |
|
|
// Draw a 3d mesh with material and transform |
| 1302 |
|
✗ |
void DrawMesh(Mesh mesh, Material material, Matrix transform) |
| 1303 |
|
|
{ |
| 1304 |
|
|
#if defined(GRAPHICS_API_OPENGL_11) |
| 1305 |
|
|
#define GL_VERTEX_ARRAY 0x8074 |
| 1306 |
|
|
#define GL_NORMAL_ARRAY 0x8075 |
| 1307 |
|
|
#define GL_COLOR_ARRAY 0x8076 |
| 1308 |
|
|
#define GL_TEXTURE_COORD_ARRAY 0x8078 |
| 1309 |
|
|
|
| 1310 |
|
|
rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id); |
| 1311 |
|
|
|
| 1312 |
|
|
rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices); |
| 1313 |
|
|
rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords); |
| 1314 |
|
|
rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals); |
| 1315 |
|
|
rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors); |
| 1316 |
|
|
|
| 1317 |
|
|
rlPushMatrix(); |
| 1318 |
|
|
rlMultMatrixf(MatrixToFloat(transform)); |
| 1319 |
|
|
rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, |
| 1320 |
|
|
material.maps[MATERIAL_MAP_DIFFUSE].color.g, |
| 1321 |
|
|
material.maps[MATERIAL_MAP_DIFFUSE].color.b, |
| 1322 |
|
|
material.maps[MATERIAL_MAP_DIFFUSE].color.a); |
| 1323 |
|
|
|
| 1324 |
|
|
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices); |
| 1325 |
|
|
else rlDrawVertexArray(0, mesh.vertexCount); |
| 1326 |
|
|
rlPopMatrix(); |
| 1327 |
|
|
|
| 1328 |
|
|
rlDisableStatePointer(GL_VERTEX_ARRAY); |
| 1329 |
|
|
rlDisableStatePointer(GL_TEXTURE_COORD_ARRAY); |
| 1330 |
|
|
rlDisableStatePointer(GL_NORMAL_ARRAY); |
| 1331 |
|
|
rlDisableStatePointer(GL_COLOR_ARRAY); |
| 1332 |
|
|
|
| 1333 |
|
|
rlDisableTexture(); |
| 1334 |
|
|
#endif |
| 1335 |
|
|
|
| 1336 |
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1337 |
|
|
// Bind shader program |
| 1338 |
|
✗ |
rlEnableShader(material.shader.id); |
| 1339 |
|
|
|
| 1340 |
|
|
// Send required data to shader (matrices, values) |
| 1341 |
|
|
//----------------------------------------------------- |
| 1342 |
|
|
// Upload to shader material.colDiffuse |
| 1343 |
|
✗ |
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) |
| 1344 |
|
|
{ |
| 1345 |
|
✗ |
float values[4] = { |
| 1346 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, |
| 1347 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, |
| 1348 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, |
| 1349 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f |
| 1350 |
|
|
}; |
| 1351 |
|
|
|
| 1352 |
|
✗ |
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); |
| 1353 |
|
|
} |
| 1354 |
|
|
|
| 1355 |
|
|
// Upload to shader material.colSpecular (if location available) |
| 1356 |
|
✗ |
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) |
| 1357 |
|
|
{ |
| 1358 |
|
✗ |
float values[4] = { |
| 1359 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f, |
| 1360 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f, |
| 1361 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f, |
| 1362 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f |
| 1363 |
|
|
}; |
| 1364 |
|
|
|
| 1365 |
|
✗ |
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); |
| 1366 |
|
|
} |
| 1367 |
|
|
|
| 1368 |
|
|
// Get a copy of current matrices to work with, |
| 1369 |
|
|
// just in case stereo render is required, and we need to modify them |
| 1370 |
|
|
// NOTE: At this point the modelview matrix just contains the view matrix (camera) |
| 1371 |
|
|
// That's because BeginMode3D() sets it and there is no model-drawing function |
| 1372 |
|
|
// that modifies it, all use rlPushMatrix() and rlPopMatrix() |
| 1373 |
|
|
Matrix matModel = MatrixIdentity(); |
| 1374 |
|
✗ |
Matrix matView = rlGetMatrixModelview(); |
| 1375 |
|
|
Matrix matModelView = MatrixIdentity(); |
| 1376 |
|
✗ |
Matrix matProjection = rlGetMatrixProjection(); |
| 1377 |
|
|
|
| 1378 |
|
|
// Upload view and projection matrices (if locations available) |
| 1379 |
|
✗ |
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); |
| 1380 |
|
✗ |
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); |
| 1381 |
|
|
|
| 1382 |
|
|
// Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL |
| 1383 |
|
✗ |
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform); |
| 1384 |
|
|
|
| 1385 |
|
|
// Accumulate several model transformations: |
| 1386 |
|
|
// transform: model transformation provided (includes DrawModel() params combined with model.transform) |
| 1387 |
|
|
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack |
| 1388 |
|
✗ |
matModel = MatrixMultiply(transform, rlGetMatrixTransform()); |
| 1389 |
|
|
|
| 1390 |
|
|
// Get model-view matrix |
| 1391 |
|
✗ |
matModelView = MatrixMultiply(matModel, matView); |
| 1392 |
|
|
|
| 1393 |
|
|
// Upload model normal matrix (if locations available) |
| 1394 |
|
✗ |
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); |
| 1395 |
|
|
//----------------------------------------------------- |
| 1396 |
|
|
|
| 1397 |
|
|
// Bind active texture maps (if available) |
| 1398 |
|
✗ |
for (int i = 0; i < MAX_MATERIAL_MAPS; i++) |
| 1399 |
|
|
{ |
| 1400 |
|
✗ |
if (material.maps[i].texture.id > 0) |
| 1401 |
|
|
{ |
| 1402 |
|
|
// Select current shader texture slot |
| 1403 |
|
✗ |
rlActiveTextureSlot(i); |
| 1404 |
|
|
|
| 1405 |
|
|
// Enable texture for active slot |
| 1406 |
|
✗ |
if ((i == MATERIAL_MAP_IRRADIANCE) || |
| 1407 |
|
✗ |
(i == MATERIAL_MAP_PREFILTER) || |
| 1408 |
|
✗ |
(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id); |
| 1409 |
|
✗ |
else rlEnableTexture(material.maps[i].texture.id); |
| 1410 |
|
|
|
| 1411 |
|
✗ |
rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1); |
| 1412 |
|
|
} |
| 1413 |
|
|
} |
| 1414 |
|
|
|
| 1415 |
|
|
// Try binding vertex array objects (VAO) or use VBOs if not possible |
| 1416 |
|
|
// WARNING: UploadMesh() enables all vertex attributes available in mesh and sets default attribute values |
| 1417 |
|
|
// for shader expected vertex attributes that are not provided by the mesh (i.e. colors) |
| 1418 |
|
|
// This could be a dangerous approach because different meshes with different shaders can enable/disable some attributes |
| 1419 |
|
✗ |
if (!rlEnableVertexArray(mesh.vaoId)) |
| 1420 |
|
|
{ |
| 1421 |
|
|
// Bind mesh VBO data: vertex position (shader-location = 0) |
| 1422 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[0]); |
| 1423 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); |
| 1424 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); |
| 1425 |
|
|
|
| 1426 |
|
|
// Bind mesh VBO data: vertex texcoords (shader-location = 1) |
| 1427 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[1]); |
| 1428 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); |
| 1429 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); |
| 1430 |
|
|
|
| 1431 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) |
| 1432 |
|
|
{ |
| 1433 |
|
|
// Bind mesh VBO data: vertex normals (shader-location = 2) |
| 1434 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[2]); |
| 1435 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); |
| 1436 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); |
| 1437 |
|
|
} |
| 1438 |
|
|
|
| 1439 |
|
|
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) |
| 1440 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) |
| 1441 |
|
|
{ |
| 1442 |
|
✗ |
if (mesh.vboId[3] != 0) |
| 1443 |
|
|
{ |
| 1444 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[3]); |
| 1445 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); |
| 1446 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
| 1447 |
|
|
} |
| 1448 |
|
|
else |
| 1449 |
|
|
{ |
| 1450 |
|
|
// Set default value for defined vertex attribute in shader but not provided by mesh |
| 1451 |
|
|
// WARNING: It could result in GPU undefined behaviour |
| 1452 |
|
✗ |
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
| 1453 |
|
✗ |
rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); |
| 1454 |
|
✗ |
rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
| 1455 |
|
|
} |
| 1456 |
|
|
} |
| 1457 |
|
|
|
| 1458 |
|
|
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available) |
| 1459 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) |
| 1460 |
|
|
{ |
| 1461 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[4]); |
| 1462 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); |
| 1463 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); |
| 1464 |
|
|
} |
| 1465 |
|
|
|
| 1466 |
|
|
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) |
| 1467 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) |
| 1468 |
|
|
{ |
| 1469 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[5]); |
| 1470 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); |
| 1471 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); |
| 1472 |
|
|
} |
| 1473 |
|
|
|
| 1474 |
|
✗ |
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); |
| 1475 |
|
|
} |
| 1476 |
|
|
|
| 1477 |
|
|
// WARNING: Disable vertex attribute color input if mesh can not provide that data (despite location being enabled in shader) |
| 1478 |
|
✗ |
if (mesh.vboId[3] == 0) rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
| 1479 |
|
|
|
| 1480 |
|
|
int eyeCount = 1; |
| 1481 |
|
✗ |
if (rlIsStereoRenderEnabled()) eyeCount = 2; |
| 1482 |
|
|
|
| 1483 |
|
✗ |
for (int eye = 0; eye < eyeCount; eye++) |
| 1484 |
|
|
{ |
| 1485 |
|
|
// Calculate model-view-projection matrix (MVP) |
| 1486 |
|
|
Matrix matModelViewProjection = MatrixIdentity(); |
| 1487 |
|
✗ |
if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); |
| 1488 |
|
|
else |
| 1489 |
|
|
{ |
| 1490 |
|
|
// Setup current eye viewport (half screen width) |
| 1491 |
|
✗ |
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight()); |
| 1492 |
|
✗ |
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye)); |
| 1493 |
|
|
} |
| 1494 |
|
|
|
| 1495 |
|
|
// Send combined model-view-projection matrix to shader |
| 1496 |
|
✗ |
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection); |
| 1497 |
|
|
|
| 1498 |
|
|
// Draw mesh |
| 1499 |
|
✗ |
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0); |
| 1500 |
|
✗ |
else rlDrawVertexArray(0, mesh.vertexCount); |
| 1501 |
|
|
} |
| 1502 |
|
|
|
| 1503 |
|
|
// Unbind all bound texture maps |
| 1504 |
|
✗ |
for (int i = 0; i < MAX_MATERIAL_MAPS; i++) |
| 1505 |
|
|
{ |
| 1506 |
|
✗ |
if (material.maps[i].texture.id > 0) |
| 1507 |
|
|
{ |
| 1508 |
|
|
// Select current shader texture slot |
| 1509 |
|
✗ |
rlActiveTextureSlot(i); |
| 1510 |
|
|
|
| 1511 |
|
|
// Disable texture for active slot |
| 1512 |
|
✗ |
if ((i == MATERIAL_MAP_IRRADIANCE) || |
| 1513 |
|
✗ |
(i == MATERIAL_MAP_PREFILTER) || |
| 1514 |
|
✗ |
(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap(); |
| 1515 |
|
✗ |
else rlDisableTexture(); |
| 1516 |
|
|
} |
| 1517 |
|
|
} |
| 1518 |
|
|
|
| 1519 |
|
|
// Disable all possible vertex array objects (or VBOs) |
| 1520 |
|
✗ |
rlDisableVertexArray(); |
| 1521 |
|
✗ |
rlDisableVertexBuffer(); |
| 1522 |
|
✗ |
rlDisableVertexBufferElement(); |
| 1523 |
|
|
|
| 1524 |
|
|
// Disable shader program |
| 1525 |
|
✗ |
rlDisableShader(); |
| 1526 |
|
|
|
| 1527 |
|
|
// Restore rlgl internal modelview and projection matrices |
| 1528 |
|
✗ |
rlSetMatrixModelview(matView); |
| 1529 |
|
✗ |
rlSetMatrixProjection(matProjection); |
| 1530 |
|
|
#endif |
| 1531 |
|
|
} |
| 1532 |
|
|
|
| 1533 |
|
|
// Draw multiple mesh instances with material and different transforms |
| 1534 |
|
✗ |
void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances) |
| 1535 |
|
|
{ |
| 1536 |
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1537 |
|
|
// Instancing required variables |
| 1538 |
|
|
float16 *instanceTransforms = NULL; |
| 1539 |
|
|
unsigned int instancesVboId = 0; |
| 1540 |
|
|
|
| 1541 |
|
|
// Bind shader program |
| 1542 |
|
✗ |
rlEnableShader(material.shader.id); |
| 1543 |
|
|
|
| 1544 |
|
|
// Send required data to shader (matrices, values) |
| 1545 |
|
|
//----------------------------------------------------- |
| 1546 |
|
|
// Upload to shader material.colDiffuse |
| 1547 |
|
✗ |
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) |
| 1548 |
|
|
{ |
| 1549 |
|
✗ |
float values[4] = { |
| 1550 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, |
| 1551 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, |
| 1552 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, |
| 1553 |
|
✗ |
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f |
| 1554 |
|
|
}; |
| 1555 |
|
|
|
| 1556 |
|
✗ |
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); |
| 1557 |
|
|
} |
| 1558 |
|
|
|
| 1559 |
|
|
// Upload to shader material.colSpecular (if location available) |
| 1560 |
|
✗ |
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) |
| 1561 |
|
|
{ |
| 1562 |
|
✗ |
float values[4] = { |
| 1563 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f, |
| 1564 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f, |
| 1565 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f, |
| 1566 |
|
✗ |
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f |
| 1567 |
|
|
}; |
| 1568 |
|
|
|
| 1569 |
|
✗ |
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); |
| 1570 |
|
|
} |
| 1571 |
|
|
|
| 1572 |
|
|
// Get a copy of current matrices to work with, |
| 1573 |
|
|
// just in case stereo render is required, and we need to modify them |
| 1574 |
|
|
// NOTE: At this point the modelview matrix just contains the view matrix (camera) |
| 1575 |
|
|
// That's because BeginMode3D() sets it and there is no model-drawing function |
| 1576 |
|
|
// that modifies it, all use rlPushMatrix() and rlPopMatrix() |
| 1577 |
|
|
Matrix matModel = MatrixIdentity(); |
| 1578 |
|
✗ |
Matrix matView = rlGetMatrixModelview(); |
| 1579 |
|
|
Matrix matModelView = MatrixIdentity(); |
| 1580 |
|
✗ |
Matrix matProjection = rlGetMatrixProjection(); |
| 1581 |
|
|
|
| 1582 |
|
|
// Upload view and projection matrices (if locations available) |
| 1583 |
|
✗ |
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); |
| 1584 |
|
✗ |
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); |
| 1585 |
|
|
|
| 1586 |
|
|
// Create instances buffer |
| 1587 |
|
✗ |
instanceTransforms = (float16 *)RL_MALLOC(instances*sizeof(float16)); |
| 1588 |
|
|
|
| 1589 |
|
|
// Fill buffer with instances transformations as float16 arrays |
| 1590 |
|
✗ |
for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]); |
| 1591 |
|
|
|
| 1592 |
|
|
// Enable mesh VAO to attach new buffer |
| 1593 |
|
✗ |
rlEnableVertexArray(mesh.vaoId); |
| 1594 |
|
|
|
| 1595 |
|
|
// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData(). |
| 1596 |
|
|
// It isn't clear which would be reliably faster in all cases and on all platforms, |
| 1597 |
|
|
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems |
| 1598 |
|
|
// no faster, since we're transferring all the transform matrices anyway |
| 1599 |
|
✗ |
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false); |
| 1600 |
|
|
|
| 1601 |
|
|
// Instances transformation matrices are send to shader attribute location: SHADER_LOC_MATRIX_MODEL |
| 1602 |
|
✗ |
for (unsigned int i = 0; i < 4; i++) |
| 1603 |
|
|
{ |
| 1604 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i); |
| 1605 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4))); |
| 1606 |
|
✗ |
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1); |
| 1607 |
|
|
} |
| 1608 |
|
|
|
| 1609 |
|
✗ |
rlDisableVertexBuffer(); |
| 1610 |
|
✗ |
rlDisableVertexArray(); |
| 1611 |
|
|
|
| 1612 |
|
|
// Accumulate internal matrix transform (push/pop) and view matrix |
| 1613 |
|
|
// NOTE: In this case, model instance transformation must be computed in the shader |
| 1614 |
|
✗ |
matModelView = MatrixMultiply(rlGetMatrixTransform(), matView); |
| 1615 |
|
|
|
| 1616 |
|
|
// Upload model normal matrix (if locations available) |
| 1617 |
|
✗ |
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); |
| 1618 |
|
|
//----------------------------------------------------- |
| 1619 |
|
|
|
| 1620 |
|
|
// Bind active texture maps (if available) |
| 1621 |
|
✗ |
for (int i = 0; i < MAX_MATERIAL_MAPS; i++) |
| 1622 |
|
|
{ |
| 1623 |
|
✗ |
if (material.maps[i].texture.id > 0) |
| 1624 |
|
|
{ |
| 1625 |
|
|
// Select current shader texture slot |
| 1626 |
|
✗ |
rlActiveTextureSlot(i); |
| 1627 |
|
|
|
| 1628 |
|
|
// Enable texture for active slot |
| 1629 |
|
✗ |
if ((i == MATERIAL_MAP_IRRADIANCE) || |
| 1630 |
|
✗ |
(i == MATERIAL_MAP_PREFILTER) || |
| 1631 |
|
✗ |
(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id); |
| 1632 |
|
✗ |
else rlEnableTexture(material.maps[i].texture.id); |
| 1633 |
|
|
|
| 1634 |
|
✗ |
rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1); |
| 1635 |
|
|
} |
| 1636 |
|
|
} |
| 1637 |
|
|
|
| 1638 |
|
|
// Try binding vertex array objects (VAO) |
| 1639 |
|
|
// or use VBOs if not possible |
| 1640 |
|
✗ |
if (!rlEnableVertexArray(mesh.vaoId)) |
| 1641 |
|
|
{ |
| 1642 |
|
|
// Bind mesh VBO data: vertex position (shader-location = 0) |
| 1643 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[0]); |
| 1644 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); |
| 1645 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); |
| 1646 |
|
|
|
| 1647 |
|
|
// Bind mesh VBO data: vertex texcoords (shader-location = 1) |
| 1648 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[1]); |
| 1649 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); |
| 1650 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); |
| 1651 |
|
|
|
| 1652 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) |
| 1653 |
|
|
{ |
| 1654 |
|
|
// Bind mesh VBO data: vertex normals (shader-location = 2) |
| 1655 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[2]); |
| 1656 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); |
| 1657 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); |
| 1658 |
|
|
} |
| 1659 |
|
|
|
| 1660 |
|
|
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) |
| 1661 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) |
| 1662 |
|
|
{ |
| 1663 |
|
✗ |
if (mesh.vboId[3] != 0) |
| 1664 |
|
|
{ |
| 1665 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[3]); |
| 1666 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); |
| 1667 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
| 1668 |
|
|
} |
| 1669 |
|
|
else |
| 1670 |
|
|
{ |
| 1671 |
|
|
// Set default value for unused attribute |
| 1672 |
|
|
// NOTE: Required when using default shader and no VAO support |
| 1673 |
|
✗ |
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
| 1674 |
|
✗ |
rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); |
| 1675 |
|
✗ |
rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
| 1676 |
|
|
} |
| 1677 |
|
|
} |
| 1678 |
|
|
|
| 1679 |
|
|
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available) |
| 1680 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) |
| 1681 |
|
|
{ |
| 1682 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[4]); |
| 1683 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); |
| 1684 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); |
| 1685 |
|
|
} |
| 1686 |
|
|
|
| 1687 |
|
|
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) |
| 1688 |
|
✗ |
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) |
| 1689 |
|
|
{ |
| 1690 |
|
✗ |
rlEnableVertexBuffer(mesh.vboId[5]); |
| 1691 |
|
✗ |
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); |
| 1692 |
|
✗ |
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); |
| 1693 |
|
|
} |
| 1694 |
|
|
|
| 1695 |
|
✗ |
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); |
| 1696 |
|
|
} |
| 1697 |
|
|
|
| 1698 |
|
|
// WARNING: Disable vertex attribute color input if mesh can not provide that data (despite location being enabled in shader) |
| 1699 |
|
✗ |
if (mesh.vboId[3] == 0) rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
| 1700 |
|
|
|
| 1701 |
|
|
int eyeCount = 1; |
| 1702 |
|
✗ |
if (rlIsStereoRenderEnabled()) eyeCount = 2; |
| 1703 |
|
|
|
| 1704 |
|
✗ |
for (int eye = 0; eye < eyeCount; eye++) |
| 1705 |
|
|
{ |
| 1706 |
|
|
// Calculate model-view-projection matrix (MVP) |
| 1707 |
|
|
Matrix matModelViewProjection = MatrixIdentity(); |
| 1708 |
|
✗ |
if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); |
| 1709 |
|
|
else |
| 1710 |
|
|
{ |
| 1711 |
|
|
// Setup current eye viewport (half screen width) |
| 1712 |
|
✗ |
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight()); |
| 1713 |
|
✗ |
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye)); |
| 1714 |
|
|
} |
| 1715 |
|
|
|
| 1716 |
|
|
// Send combined model-view-projection matrix to shader |
| 1717 |
|
✗ |
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection); |
| 1718 |
|
|
|
| 1719 |
|
|
// Draw mesh instanced |
| 1720 |
|
✗ |
if (mesh.indices != NULL) rlDrawVertexArrayElementsInstanced(0, mesh.triangleCount*3, 0, instances); |
| 1721 |
|
✗ |
else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances); |
| 1722 |
|
|
} |
| 1723 |
|
|
|
| 1724 |
|
|
// Unbind all bound texture maps |
| 1725 |
|
✗ |
for (int i = 0; i < MAX_MATERIAL_MAPS; i++) |
| 1726 |
|
|
{ |
| 1727 |
|
✗ |
if (material.maps[i].texture.id > 0) |
| 1728 |
|
|
{ |
| 1729 |
|
|
// Select current shader texture slot |
| 1730 |
|
✗ |
rlActiveTextureSlot(i); |
| 1731 |
|
|
|
| 1732 |
|
|
// Disable texture for active slot |
| 1733 |
|
✗ |
if ((i == MATERIAL_MAP_IRRADIANCE) || |
| 1734 |
|
✗ |
(i == MATERIAL_MAP_PREFILTER) || |
| 1735 |
|
✗ |
(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap(); |
| 1736 |
|
✗ |
else rlDisableTexture(); |
| 1737 |
|
|
} |
| 1738 |
|
|
} |
| 1739 |
|
|
|
| 1740 |
|
|
// Disable all possible vertex array objects (or VBOs) |
| 1741 |
|
✗ |
rlDisableVertexArray(); |
| 1742 |
|
✗ |
rlDisableVertexBuffer(); |
| 1743 |
|
✗ |
rlDisableVertexBufferElement(); |
| 1744 |
|
|
|
| 1745 |
|
|
// Disable shader program |
| 1746 |
|
✗ |
rlDisableShader(); |
| 1747 |
|
|
|
| 1748 |
|
|
// Remove instance transforms buffer |
| 1749 |
|
✗ |
rlUnloadVertexBuffer(instancesVboId); |
| 1750 |
|
✗ |
RL_FREE(instanceTransforms); |
| 1751 |
|
|
#endif |
| 1752 |
|
|
} |
| 1753 |
|
|
|
| 1754 |
|
|
// Unload mesh from memory (RAM and VRAM) |
| 1755 |
|
✗ |
void UnloadMesh(Mesh mesh) |
| 1756 |
|
|
{ |
| 1757 |
|
|
// Unload rlgl mesh vboId data |
| 1758 |
|
✗ |
rlUnloadVertexArray(mesh.vaoId); |
| 1759 |
|
|
|
| 1760 |
|
✗ |
if (mesh.vboId != NULL) for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]); |
| 1761 |
|
✗ |
RL_FREE(mesh.vboId); |
| 1762 |
|
|
|
| 1763 |
|
✗ |
RL_FREE(mesh.vertices); |
| 1764 |
|
✗ |
RL_FREE(mesh.texcoords); |
| 1765 |
|
✗ |
RL_FREE(mesh.normals); |
| 1766 |
|
✗ |
RL_FREE(mesh.colors); |
| 1767 |
|
✗ |
RL_FREE(mesh.tangents); |
| 1768 |
|
✗ |
RL_FREE(mesh.texcoords2); |
| 1769 |
|
✗ |
RL_FREE(mesh.indices); |
| 1770 |
|
|
|
| 1771 |
|
✗ |
RL_FREE(mesh.animVertices); |
| 1772 |
|
✗ |
RL_FREE(mesh.animNormals); |
| 1773 |
|
✗ |
RL_FREE(mesh.boneWeights); |
| 1774 |
|
✗ |
RL_FREE(mesh.boneIds); |
| 1775 |
|
|
} |
| 1776 |
|
|
|
| 1777 |
|
|
// Export mesh data to file |
| 1778 |
|
✗ |
bool ExportMesh(Mesh mesh, const char *fileName) |
| 1779 |
|
|
{ |
| 1780 |
|
|
bool success = false; |
| 1781 |
|
|
|
| 1782 |
|
✗ |
if (IsFileExtension(fileName, ".obj")) |
| 1783 |
|
|
{ |
| 1784 |
|
|
// Estimated data size, it should be enough... |
| 1785 |
|
✗ |
int dataSize = mesh.vertexCount*(int)strlen("v 0000.00f 0000.00f 0000.00f") + |
| 1786 |
|
✗ |
mesh.vertexCount*(int)strlen("vt 0.000f 0.00f") + |
| 1787 |
|
|
mesh.vertexCount*(int)strlen("vn 0.000f 0.00f 0.00f") + |
| 1788 |
|
✗ |
mesh.triangleCount*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000"); |
| 1789 |
|
|
|
| 1790 |
|
|
// NOTE: Text data buffer size is estimated considering mesh data size |
| 1791 |
|
✗ |
char *txtData = (char *)RL_CALLOC(dataSize*2 + 2000, sizeof(char)); |
| 1792 |
|
|
|
| 1793 |
|
|
int byteCount = 0; |
| 1794 |
|
|
byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n"); |
| 1795 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // //\n"); |
| 1796 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n"); |
| 1797 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // //\n"); |
| 1798 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n"); |
| 1799 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n"); |
| 1800 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // //\n"); |
| 1801 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2023 Ramon Santamaria (@raysan5) //\n"); |
| 1802 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# // //\n"); |
| 1803 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n"); |
| 1804 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount); |
| 1805 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "# Triangle Count: %i\n\n", mesh.triangleCount); |
| 1806 |
|
|
|
| 1807 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "g mesh\n"); |
| 1808 |
|
|
|
| 1809 |
|
✗ |
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) |
| 1810 |
|
|
{ |
| 1811 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]); |
| 1812 |
|
|
} |
| 1813 |
|
|
|
| 1814 |
|
✗ |
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2) |
| 1815 |
|
|
{ |
| 1816 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]); |
| 1817 |
|
|
} |
| 1818 |
|
|
|
| 1819 |
|
✗ |
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) |
| 1820 |
|
|
{ |
| 1821 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]); |
| 1822 |
|
|
} |
| 1823 |
|
|
|
| 1824 |
|
✗ |
if (mesh.indices != NULL) |
| 1825 |
|
|
{ |
| 1826 |
|
✗ |
for (int i = 0, v = 0; i < mesh.triangleCount; i++, v += 3) |
| 1827 |
|
|
{ |
| 1828 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", |
| 1829 |
|
✗ |
mesh.indices[v] + 1, mesh.indices[v] + 1, mesh.indices[v] + 1, |
| 1830 |
|
✗ |
mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1, |
| 1831 |
|
✗ |
mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1); |
| 1832 |
|
|
} |
| 1833 |
|
|
} |
| 1834 |
|
|
else |
| 1835 |
|
|
{ |
| 1836 |
|
✗ |
for (int i = 0, v = 1; i < mesh.triangleCount; i++, v += 3) |
| 1837 |
|
|
{ |
| 1838 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", v, v, v, v + 1, v + 1, v + 1, v + 2, v + 2, v + 2); |
| 1839 |
|
|
} |
| 1840 |
|
|
} |
| 1841 |
|
|
|
| 1842 |
|
✗ |
byteCount += sprintf(txtData + byteCount, "\n"); |
| 1843 |
|
|
|
| 1844 |
|
|
// NOTE: Text data length exported is determined by '\0' (NULL) character |
| 1845 |
|
✗ |
success = SaveFileText(fileName, txtData); |
| 1846 |
|
|
|
| 1847 |
|
✗ |
RL_FREE(txtData); |
| 1848 |
|
|
} |
| 1849 |
|
✗ |
else if (IsFileExtension(fileName, ".raw")) |
| 1850 |
|
|
{ |
| 1851 |
|
|
// TODO: Support additional file formats to export mesh vertex data |
| 1852 |
|
|
} |
| 1853 |
|
|
|
| 1854 |
|
✗ |
return success; |
| 1855 |
|
|
} |
| 1856 |
|
|
|
| 1857 |
|
|
#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) |
| 1858 |
|
|
// Process obj materials |
| 1859 |
|
✗ |
static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, int materialCount) |
| 1860 |
|
|
{ |
| 1861 |
|
|
// Init model mats |
| 1862 |
|
✗ |
for (int m = 0; m < materialCount; m++) |
| 1863 |
|
|
{ |
| 1864 |
|
|
// Init material to default |
| 1865 |
|
|
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE |
| 1866 |
|
✗ |
materials[m] = LoadMaterialDefault(); |
| 1867 |
|
|
|
| 1868 |
|
|
// Get default texture, in case no texture is defined |
| 1869 |
|
|
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 |
| 1870 |
|
✗ |
materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; |
| 1871 |
|
|
|
| 1872 |
|
✗ |
if (mats[m].diffuse_texname != NULL) materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(mats[m].diffuse_texname); //char *diffuse_texname; // map_Kd |
| 1873 |
|
✗ |
else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3]; |
| 1874 |
|
✗ |
materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; |
| 1875 |
|
|
|
| 1876 |
|
✗ |
if (mats[m].specular_texname != NULL) materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(mats[m].specular_texname); //char *specular_texname; // map_Ks |
| 1877 |
|
✗ |
materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2] * 255.0f), 255 }; //float specular[3]; |
| 1878 |
|
✗ |
materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f; |
| 1879 |
|
|
|
| 1880 |
|
✗ |
if (mats[m].bump_texname != NULL) materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(mats[m].bump_texname); //char *bump_texname; // map_bump, bump |
| 1881 |
|
✗ |
materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE; |
| 1882 |
|
✗ |
materials[m].maps[MATERIAL_MAP_NORMAL].value = mats[m].shininess; |
| 1883 |
|
|
|
| 1884 |
|
✗ |
materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2] * 255.0f), 255 }; //float emission[3]; |
| 1885 |
|
|
|
| 1886 |
|
✗ |
if (mats[m].displacement_texname != NULL) materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(mats[m].displacement_texname); //char *displacement_texname; // disp |
| 1887 |
|
|
} |
| 1888 |
|
|
} |
| 1889 |
|
|
#endif |
| 1890 |
|
|
|
| 1891 |
|
|
// Load materials from model file |
| 1892 |
|
✗ |
Material *LoadMaterials(const char *fileName, int *materialCount) |
| 1893 |
|
|
{ |
| 1894 |
|
|
Material *materials = NULL; |
| 1895 |
|
✗ |
unsigned int count = 0; |
| 1896 |
|
|
|
| 1897 |
|
|
// TODO: Support IQM and GLTF for materials parsing |
| 1898 |
|
|
|
| 1899 |
|
|
#if defined(SUPPORT_FILEFORMAT_MTL) |
| 1900 |
|
✗ |
if (IsFileExtension(fileName, ".mtl")) |
| 1901 |
|
|
{ |
| 1902 |
|
✗ |
tinyobj_material_t *mats = NULL; |
| 1903 |
|
|
|
| 1904 |
|
✗ |
int result = tinyobj_parse_mtl_file(&mats, &count, fileName); |
| 1905 |
|
✗ |
if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName); |
| 1906 |
|
|
|
| 1907 |
|
✗ |
materials = MemAlloc(count*sizeof(Material)); |
| 1908 |
|
✗ |
ProcessMaterialsOBJ(materials, mats, count); |
| 1909 |
|
|
|
| 1910 |
|
✗ |
tinyobj_materials_free(mats, count); |
| 1911 |
|
|
} |
| 1912 |
|
|
#else |
| 1913 |
|
|
TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to load material file", fileName); |
| 1914 |
|
|
#endif |
| 1915 |
|
|
|
| 1916 |
|
✗ |
*materialCount = count; |
| 1917 |
|
✗ |
return materials; |
| 1918 |
|
|
} |
| 1919 |
|
|
|
| 1920 |
|
|
// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) |
| 1921 |
|
✗ |
Material LoadMaterialDefault(void) |
| 1922 |
|
|
{ |
| 1923 |
|
|
Material material = { 0 }; |
| 1924 |
|
✗ |
material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap)); |
| 1925 |
|
|
|
| 1926 |
|
|
// Using rlgl default shader |
| 1927 |
|
✗ |
material.shader.id = rlGetShaderIdDefault(); |
| 1928 |
|
✗ |
material.shader.locs = rlGetShaderLocsDefault(); |
| 1929 |
|
|
|
| 1930 |
|
|
// Using rlgl default texture (1x1 pixel, UNCOMPRESSED_R8G8B8A8, 1 mipmap) |
| 1931 |
|
✗ |
material.maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; |
| 1932 |
|
|
//material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set |
| 1933 |
|
|
//material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set |
| 1934 |
|
|
|
| 1935 |
|
✗ |
material.maps[MATERIAL_MAP_DIFFUSE].color = WHITE; // Diffuse color |
| 1936 |
|
✗ |
material.maps[MATERIAL_MAP_SPECULAR].color = WHITE; // Specular color |
| 1937 |
|
|
|
| 1938 |
|
✗ |
return material; |
| 1939 |
|
|
} |
| 1940 |
|
|
|
| 1941 |
|
|
// Check if a material is ready |
| 1942 |
|
✗ |
bool IsMaterialReady(Material material) |
| 1943 |
|
|
{ |
| 1944 |
|
✗ |
return ((material.maps != NULL) && // Validate material contain some map |
| 1945 |
|
✗ |
(material.shader.id > 0)); // Validate material shader is valid |
| 1946 |
|
|
} |
| 1947 |
|
|
|
| 1948 |
|
|
// Unload material from memory |
| 1949 |
|
✗ |
void UnloadMaterial(Material material) |
| 1950 |
|
|
{ |
| 1951 |
|
|
// Unload material shader (avoid unloading default shader, managed by raylib) |
| 1952 |
|
✗ |
if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader); |
| 1953 |
|
|
|
| 1954 |
|
|
// Unload loaded texture maps (avoid unloading default texture, managed by raylib) |
| 1955 |
|
✗ |
if (material.maps != NULL) |
| 1956 |
|
|
{ |
| 1957 |
|
✗ |
for (int i = 0; i < MAX_MATERIAL_MAPS; i++) |
| 1958 |
|
|
{ |
| 1959 |
|
✗ |
if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id); |
| 1960 |
|
|
} |
| 1961 |
|
|
} |
| 1962 |
|
|
|
| 1963 |
|
✗ |
RL_FREE(material.maps); |
| 1964 |
|
|
} |
| 1965 |
|
|
|
| 1966 |
|
|
// Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) |
| 1967 |
|
|
// NOTE: Previous texture should be manually unloaded |
| 1968 |
|
✗ |
void SetMaterialTexture(Material *material, int mapType, Texture2D texture) |
| 1969 |
|
|
{ |
| 1970 |
|
✗ |
material->maps[mapType].texture = texture; |
| 1971 |
|
|
} |
| 1972 |
|
|
|
| 1973 |
|
|
// Set the material for a mesh |
| 1974 |
|
✗ |
void SetModelMeshMaterial(Model *model, int meshId, int materialId) |
| 1975 |
|
|
{ |
| 1976 |
|
✗ |
if (meshId >= model->meshCount) TRACELOG(LOG_WARNING, "MESH: Id greater than mesh count"); |
| 1977 |
|
✗ |
else if (materialId >= model->materialCount) TRACELOG(LOG_WARNING, "MATERIAL: Id greater than material count"); |
| 1978 |
|
✗ |
else model->meshMaterial[meshId] = materialId; |
| 1979 |
|
|
} |
| 1980 |
|
|
|
| 1981 |
|
|
// Load model animations from file |
| 1982 |
|
✗ |
ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount) |
| 1983 |
|
|
{ |
| 1984 |
|
|
ModelAnimation *animations = NULL; |
| 1985 |
|
|
|
| 1986 |
|
|
#if defined(SUPPORT_FILEFORMAT_IQM) |
| 1987 |
|
✗ |
if (IsFileExtension(fileName, ".iqm")) animations = LoadModelAnimationsIQM(fileName, animCount); |
| 1988 |
|
|
#endif |
| 1989 |
|
|
#if defined(SUPPORT_FILEFORMAT_M3D) |
| 1990 |
|
✗ |
if (IsFileExtension(fileName, ".m3d")) animations = LoadModelAnimationsM3D(fileName, animCount); |
| 1991 |
|
|
#endif |
| 1992 |
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF) |
| 1993 |
|
✗ |
if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationsGLTF(fileName, animCount); |
| 1994 |
|
|
#endif |
| 1995 |
|
|
|
| 1996 |
|
✗ |
return animations; |
| 1997 |
|
|
} |
| 1998 |
|
|
|
| 1999 |
|
|
// Update model animated vertex data (positions and normals) for a given frame |
| 2000 |
|
|
// NOTE: Updated data is uploaded to GPU |
| 2001 |
|
✗ |
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) |
| 2002 |
|
|
{ |
| 2003 |
|
✗ |
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL)) |
| 2004 |
|
|
{ |
| 2005 |
|
✗ |
if (frame >= anim.frameCount) frame = frame%anim.frameCount; |
| 2006 |
|
|
|
| 2007 |
|
✗ |
for (int m = 0; m < model.meshCount; m++) |
| 2008 |
|
|
{ |
| 2009 |
|
✗ |
Mesh mesh = model.meshes[m]; |
| 2010 |
|
|
|
| 2011 |
|
✗ |
if (mesh.boneIds == NULL || mesh.boneWeights == NULL) |
| 2012 |
|
|
{ |
| 2013 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation(): Mesh %i has no connection to bones", m); |
| 2014 |
|
✗ |
continue; |
| 2015 |
|
|
} |
| 2016 |
|
|
|
| 2017 |
|
|
bool updated = false; // Flag to check when anim vertex information is updated |
| 2018 |
|
|
Vector3 animVertex = { 0 }; |
| 2019 |
|
|
Vector3 animNormal = { 0 }; |
| 2020 |
|
|
|
| 2021 |
|
|
Vector3 inTranslation = { 0 }; |
| 2022 |
|
|
Quaternion inRotation = { 0 }; |
| 2023 |
|
|
// Vector3 inScale = { 0 }; |
| 2024 |
|
|
|
| 2025 |
|
|
Vector3 outTranslation = { 0 }; |
| 2026 |
|
|
Quaternion outRotation = { 0 }; |
| 2027 |
|
|
Vector3 outScale = { 0 }; |
| 2028 |
|
|
|
| 2029 |
|
|
int boneId = 0; |
| 2030 |
|
|
int boneCounter = 0; |
| 2031 |
|
|
float boneWeight = 0.0; |
| 2032 |
|
|
|
| 2033 |
|
✗ |
const int vValues = mesh.vertexCount*3; |
| 2034 |
|
✗ |
for (int vCounter = 0; vCounter < vValues; vCounter += 3) |
| 2035 |
|
|
{ |
| 2036 |
|
✗ |
mesh.animVertices[vCounter] = 0; |
| 2037 |
|
✗ |
mesh.animVertices[vCounter + 1] = 0; |
| 2038 |
|
✗ |
mesh.animVertices[vCounter + 2] = 0; |
| 2039 |
|
|
|
| 2040 |
|
✗ |
if (mesh.animNormals != NULL) |
| 2041 |
|
|
{ |
| 2042 |
|
✗ |
mesh.animNormals[vCounter] = 0; |
| 2043 |
|
✗ |
mesh.animNormals[vCounter + 1] = 0; |
| 2044 |
|
✗ |
mesh.animNormals[vCounter + 2] = 0; |
| 2045 |
|
|
} |
| 2046 |
|
|
|
| 2047 |
|
|
// Iterates over 4 bones per vertex |
| 2048 |
|
✗ |
for (int j = 0; j < 4; j++, boneCounter++) |
| 2049 |
|
|
{ |
| 2050 |
|
✗ |
boneWeight = mesh.boneWeights[boneCounter]; |
| 2051 |
|
|
|
| 2052 |
|
|
// Early stop when no transformation will be applied |
| 2053 |
|
✗ |
if (boneWeight == 0.0f) continue; |
| 2054 |
|
|
|
| 2055 |
|
✗ |
boneId = mesh.boneIds[boneCounter]; |
| 2056 |
|
|
//int boneIdParent = model.bones[boneId].parent; |
| 2057 |
|
✗ |
inTranslation = model.bindPose[boneId].translation; |
| 2058 |
|
✗ |
inRotation = model.bindPose[boneId].rotation; |
| 2059 |
|
|
//inScale = model.bindPose[boneId].scale; |
| 2060 |
|
✗ |
outTranslation = anim.framePoses[frame][boneId].translation; |
| 2061 |
|
✗ |
outRotation = anim.framePoses[frame][boneId].rotation; |
| 2062 |
|
✗ |
outScale = anim.framePoses[frame][boneId].scale; |
| 2063 |
|
|
|
| 2064 |
|
|
// Vertices processing |
| 2065 |
|
|
// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) |
| 2066 |
|
✗ |
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; |
| 2067 |
|
|
animVertex = Vector3Subtract(animVertex, inTranslation); |
| 2068 |
|
|
animVertex = Vector3Multiply(animVertex, outScale); |
| 2069 |
|
✗ |
animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); |
| 2070 |
|
|
animVertex = Vector3Add(animVertex, outTranslation); |
| 2071 |
|
|
//animVertex = Vector3Transform(animVertex, model.transform); |
| 2072 |
|
✗ |
mesh.animVertices[vCounter] += animVertex.x*boneWeight; |
| 2073 |
|
✗ |
mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight; |
| 2074 |
|
✗ |
mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight; |
| 2075 |
|
|
updated = true; |
| 2076 |
|
|
|
| 2077 |
|
|
// Normals processing |
| 2078 |
|
|
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) |
| 2079 |
|
✗ |
if (mesh.normals != NULL) |
| 2080 |
|
|
{ |
| 2081 |
|
✗ |
animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] }; |
| 2082 |
|
✗ |
animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); |
| 2083 |
|
✗ |
mesh.animNormals[vCounter] += animNormal.x*boneWeight; |
| 2084 |
|
✗ |
mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight; |
| 2085 |
|
✗ |
mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight; |
| 2086 |
|
|
} |
| 2087 |
|
|
} |
| 2088 |
|
|
} |
| 2089 |
|
|
|
| 2090 |
|
|
// Upload new vertex data to GPU for model drawing |
| 2091 |
|
|
// NOTE: Only update data when values changed |
| 2092 |
|
✗ |
if (updated) |
| 2093 |
|
|
{ |
| 2094 |
|
✗ |
rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position |
| 2095 |
|
✗ |
rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals |
| 2096 |
|
|
} |
| 2097 |
|
|
} |
| 2098 |
|
|
} |
| 2099 |
|
|
} |
| 2100 |
|
|
|
| 2101 |
|
|
// Unload animation array data |
| 2102 |
|
✗ |
void UnloadModelAnimations(ModelAnimation *animations, unsigned int count) |
| 2103 |
|
|
{ |
| 2104 |
|
✗ |
for (unsigned int i = 0; i < count; i++) UnloadModelAnimation(animations[i]); |
| 2105 |
|
✗ |
RL_FREE(animations); |
| 2106 |
|
|
} |
| 2107 |
|
|
|
| 2108 |
|
|
// Unload animation data |
| 2109 |
|
✗ |
void UnloadModelAnimation(ModelAnimation anim) |
| 2110 |
|
|
{ |
| 2111 |
|
✗ |
for (int i = 0; i < anim.frameCount; i++) RL_FREE(anim.framePoses[i]); |
| 2112 |
|
|
|
| 2113 |
|
✗ |
RL_FREE(anim.bones); |
| 2114 |
|
✗ |
RL_FREE(anim.framePoses); |
| 2115 |
|
|
} |
| 2116 |
|
|
|
| 2117 |
|
|
// Check model animation skeleton match |
| 2118 |
|
|
// NOTE: Only number of bones and parent connections are checked |
| 2119 |
|
✗ |
bool IsModelAnimationValid(Model model, ModelAnimation anim) |
| 2120 |
|
|
{ |
| 2121 |
|
|
int result = true; |
| 2122 |
|
|
|
| 2123 |
|
✗ |
if (model.boneCount != anim.boneCount) result = false; |
| 2124 |
|
|
else |
| 2125 |
|
|
{ |
| 2126 |
|
✗ |
for (int i = 0; i < model.boneCount; i++) |
| 2127 |
|
|
{ |
| 2128 |
|
✗ |
if (model.bones[i].parent != anim.bones[i].parent) { result = false; break; } |
| 2129 |
|
|
} |
| 2130 |
|
|
} |
| 2131 |
|
|
|
| 2132 |
|
✗ |
return result; |
| 2133 |
|
|
} |
| 2134 |
|
|
|
| 2135 |
|
|
#if defined(SUPPORT_MESH_GENERATION) |
| 2136 |
|
|
// Generate polygonal mesh |
| 2137 |
|
✗ |
Mesh GenMeshPoly(int sides, float radius) |
| 2138 |
|
|
{ |
| 2139 |
|
✗ |
Mesh mesh = { 0 }; |
| 2140 |
|
|
|
| 2141 |
|
✗ |
if (sides < 3) return mesh; |
| 2142 |
|
|
|
| 2143 |
|
✗ |
int vertexCount = sides*3; |
| 2144 |
|
|
|
| 2145 |
|
|
// Vertices definition |
| 2146 |
|
✗ |
Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); |
| 2147 |
|
|
|
| 2148 |
|
✗ |
float d = 0.0f, dStep = 360.0f/sides; |
| 2149 |
|
✗ |
for (int v = 0; v < vertexCount; v += 3) |
| 2150 |
|
|
{ |
| 2151 |
|
✗ |
vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f }; |
| 2152 |
|
✗ |
vertices[v + 1] = (Vector3){ sinf(DEG2RAD*d)*radius, 0.0f, cosf(DEG2RAD*d)*radius }; |
| 2153 |
|
✗ |
vertices[v + 2] = (Vector3){sinf(DEG2RAD*(d+dStep))*radius, 0.0f, cosf(DEG2RAD*(d+dStep))*radius }; |
| 2154 |
|
|
d += dStep; |
| 2155 |
|
|
} |
| 2156 |
|
|
|
| 2157 |
|
|
// Normals definition |
| 2158 |
|
✗ |
Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); |
| 2159 |
|
✗ |
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up; |
| 2160 |
|
|
|
| 2161 |
|
|
// TexCoords definition |
| 2162 |
|
✗ |
Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2)); |
| 2163 |
|
✗ |
for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f }; |
| 2164 |
|
|
|
| 2165 |
|
✗ |
mesh.vertexCount = vertexCount; |
| 2166 |
|
✗ |
mesh.triangleCount = sides; |
| 2167 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 2168 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); |
| 2169 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 2170 |
|
|
|
| 2171 |
|
|
// Mesh vertices position array |
| 2172 |
|
✗ |
for (int i = 0; i < mesh.vertexCount; i++) |
| 2173 |
|
|
{ |
| 2174 |
|
✗ |
mesh.vertices[3*i] = vertices[i].x; |
| 2175 |
|
✗ |
mesh.vertices[3*i + 1] = vertices[i].y; |
| 2176 |
|
✗ |
mesh.vertices[3*i + 2] = vertices[i].z; |
| 2177 |
|
|
} |
| 2178 |
|
|
|
| 2179 |
|
|
// Mesh texcoords array |
| 2180 |
|
✗ |
for (int i = 0; i < mesh.vertexCount; i++) |
| 2181 |
|
|
{ |
| 2182 |
|
✗ |
mesh.texcoords[2*i] = texcoords[i].x; |
| 2183 |
|
✗ |
mesh.texcoords[2*i + 1] = texcoords[i].y; |
| 2184 |
|
|
} |
| 2185 |
|
|
|
| 2186 |
|
|
// Mesh normals array |
| 2187 |
|
✗ |
for (int i = 0; i < mesh.vertexCount; i++) |
| 2188 |
|
|
{ |
| 2189 |
|
✗ |
mesh.normals[3*i] = normals[i].x; |
| 2190 |
|
✗ |
mesh.normals[3*i + 1] = normals[i].y; |
| 2191 |
|
✗ |
mesh.normals[3*i + 2] = normals[i].z; |
| 2192 |
|
|
} |
| 2193 |
|
|
|
| 2194 |
|
✗ |
RL_FREE(vertices); |
| 2195 |
|
✗ |
RL_FREE(normals); |
| 2196 |
|
✗ |
RL_FREE(texcoords); |
| 2197 |
|
|
|
| 2198 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2199 |
|
|
// NOTE: mesh.vboId array is allocated inside UploadMesh() |
| 2200 |
|
✗ |
UploadMesh(&mesh, false); |
| 2201 |
|
|
|
| 2202 |
|
✗ |
return mesh; |
| 2203 |
|
|
} |
| 2204 |
|
|
|
| 2205 |
|
|
// Generate plane mesh (with subdivisions) |
| 2206 |
|
✗ |
Mesh GenMeshPlane(float width, float length, int resX, int resZ) |
| 2207 |
|
|
{ |
| 2208 |
|
✗ |
Mesh mesh = { 0 }; |
| 2209 |
|
|
|
| 2210 |
|
|
#define CUSTOM_MESH_GEN_PLANE |
| 2211 |
|
|
#if defined(CUSTOM_MESH_GEN_PLANE) |
| 2212 |
|
✗ |
resX++; |
| 2213 |
|
✗ |
resZ++; |
| 2214 |
|
|
|
| 2215 |
|
|
// Vertices definition |
| 2216 |
|
✗ |
int vertexCount = resX*resZ; // vertices get reused for the faces |
| 2217 |
|
|
|
| 2218 |
|
✗ |
Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); |
| 2219 |
|
✗ |
for (int z = 0; z < resZ; z++) |
| 2220 |
|
|
{ |
| 2221 |
|
|
// [-length/2, length/2] |
| 2222 |
|
✗ |
float zPos = ((float)z/(resZ - 1) - 0.5f)*length; |
| 2223 |
|
✗ |
for (int x = 0; x < resX; x++) |
| 2224 |
|
|
{ |
| 2225 |
|
|
// [-width/2, width/2] |
| 2226 |
|
✗ |
float xPos = ((float)x/(resX - 1) - 0.5f)*width; |
| 2227 |
|
✗ |
vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos }; |
| 2228 |
|
|
} |
| 2229 |
|
|
} |
| 2230 |
|
|
|
| 2231 |
|
|
// Normals definition |
| 2232 |
|
✗ |
Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); |
| 2233 |
|
✗ |
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up; |
| 2234 |
|
|
|
| 2235 |
|
|
// TexCoords definition |
| 2236 |
|
✗ |
Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2)); |
| 2237 |
|
✗ |
for (int v = 0; v < resZ; v++) |
| 2238 |
|
|
{ |
| 2239 |
|
✗ |
for (int u = 0; u < resX; u++) |
| 2240 |
|
|
{ |
| 2241 |
|
✗ |
texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) }; |
| 2242 |
|
|
} |
| 2243 |
|
|
} |
| 2244 |
|
|
|
| 2245 |
|
|
// Triangles definition (indices) |
| 2246 |
|
✗ |
int numFaces = (resX - 1)*(resZ - 1); |
| 2247 |
|
✗ |
int *triangles = (int *)RL_MALLOC(numFaces*6*sizeof(int)); |
| 2248 |
|
|
int t = 0; |
| 2249 |
|
✗ |
for (int face = 0; face < numFaces; face++) |
| 2250 |
|
|
{ |
| 2251 |
|
|
// Retrieve lower left corner from face ind |
| 2252 |
|
✗ |
int i = face % (resX - 1) + (face/(resZ - 1)*resX); |
| 2253 |
|
|
|
| 2254 |
|
✗ |
triangles[t++] = i + resX; |
| 2255 |
|
✗ |
triangles[t++] = i + 1; |
| 2256 |
|
✗ |
triangles[t++] = i; |
| 2257 |
|
|
|
| 2258 |
|
✗ |
triangles[t++] = i + resX; |
| 2259 |
|
✗ |
triangles[t++] = i + resX + 1; |
| 2260 |
|
✗ |
triangles[t++] = i + 1; |
| 2261 |
|
|
} |
| 2262 |
|
|
|
| 2263 |
|
✗ |
mesh.vertexCount = vertexCount; |
| 2264 |
|
✗ |
mesh.triangleCount = numFaces*2; |
| 2265 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 2266 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); |
| 2267 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 2268 |
|
✗ |
mesh.indices = (unsigned short *)RL_MALLOC(mesh.triangleCount*3*sizeof(unsigned short)); |
| 2269 |
|
|
|
| 2270 |
|
|
// Mesh vertices position array |
| 2271 |
|
✗ |
for (int i = 0; i < mesh.vertexCount; i++) |
| 2272 |
|
|
{ |
| 2273 |
|
✗ |
mesh.vertices[3*i] = vertices[i].x; |
| 2274 |
|
✗ |
mesh.vertices[3*i + 1] = vertices[i].y; |
| 2275 |
|
✗ |
mesh.vertices[3*i + 2] = vertices[i].z; |
| 2276 |
|
|
} |
| 2277 |
|
|
|
| 2278 |
|
|
// Mesh texcoords array |
| 2279 |
|
✗ |
for (int i = 0; i < mesh.vertexCount; i++) |
| 2280 |
|
|
{ |
| 2281 |
|
✗ |
mesh.texcoords[2*i] = texcoords[i].x; |
| 2282 |
|
✗ |
mesh.texcoords[2*i + 1] = texcoords[i].y; |
| 2283 |
|
|
} |
| 2284 |
|
|
|
| 2285 |
|
|
// Mesh normals array |
| 2286 |
|
✗ |
for (int i = 0; i < mesh.vertexCount; i++) |
| 2287 |
|
|
{ |
| 2288 |
|
✗ |
mesh.normals[3*i] = normals[i].x; |
| 2289 |
|
✗ |
mesh.normals[3*i + 1] = normals[i].y; |
| 2290 |
|
✗ |
mesh.normals[3*i + 2] = normals[i].z; |
| 2291 |
|
|
} |
| 2292 |
|
|
|
| 2293 |
|
|
// Mesh indices array initialization |
| 2294 |
|
✗ |
for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i]; |
| 2295 |
|
|
|
| 2296 |
|
✗ |
RL_FREE(vertices); |
| 2297 |
|
✗ |
RL_FREE(normals); |
| 2298 |
|
✗ |
RL_FREE(texcoords); |
| 2299 |
|
✗ |
RL_FREE(triangles); |
| 2300 |
|
|
|
| 2301 |
|
|
#else // Use par_shapes library to generate plane mesh |
| 2302 |
|
|
|
| 2303 |
|
|
par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!! |
| 2304 |
|
|
par_shapes_scale(plane, width, length, 1.0f); |
| 2305 |
|
|
par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 }); |
| 2306 |
|
|
par_shapes_translate(plane, -width/2, 0.0f, length/2); |
| 2307 |
|
|
|
| 2308 |
|
|
mesh.vertices = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float)); |
| 2309 |
|
|
mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float)); |
| 2310 |
|
|
mesh.normals = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float)); |
| 2311 |
|
|
|
| 2312 |
|
|
mesh.vertexCount = plane->ntriangles*3; |
| 2313 |
|
|
mesh.triangleCount = plane->ntriangles; |
| 2314 |
|
|
|
| 2315 |
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
| 2316 |
|
|
{ |
| 2317 |
|
|
mesh.vertices[k*3] = plane->points[plane->triangles[k]*3]; |
| 2318 |
|
|
mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1]; |
| 2319 |
|
|
mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2]; |
| 2320 |
|
|
|
| 2321 |
|
|
mesh.normals[k*3] = plane->normals[plane->triangles[k]*3]; |
| 2322 |
|
|
mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1]; |
| 2323 |
|
|
mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2]; |
| 2324 |
|
|
|
| 2325 |
|
|
mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2]; |
| 2326 |
|
|
mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1]; |
| 2327 |
|
|
} |
| 2328 |
|
|
|
| 2329 |
|
|
par_shapes_free_mesh(plane); |
| 2330 |
|
|
#endif |
| 2331 |
|
|
|
| 2332 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2333 |
|
✗ |
UploadMesh(&mesh, false); |
| 2334 |
|
|
|
| 2335 |
|
✗ |
return mesh; |
| 2336 |
|
|
} |
| 2337 |
|
|
|
| 2338 |
|
|
// Generated cuboid mesh |
| 2339 |
|
✗ |
Mesh GenMeshCube(float width, float height, float length) |
| 2340 |
|
|
{ |
| 2341 |
|
✗ |
Mesh mesh = { 0 }; |
| 2342 |
|
|
|
| 2343 |
|
|
#define CUSTOM_MESH_GEN_CUBE |
| 2344 |
|
|
#if defined(CUSTOM_MESH_GEN_CUBE) |
| 2345 |
|
✗ |
float vertices[] = { |
| 2346 |
|
✗ |
-width/2, -height/2, length/2, |
| 2347 |
|
|
width/2, -height/2, length/2, |
| 2348 |
|
|
width/2, height/2, length/2, |
| 2349 |
|
|
-width/2, height/2, length/2, |
| 2350 |
|
|
-width/2, -height/2, -length/2, |
| 2351 |
|
|
-width/2, height/2, -length/2, |
| 2352 |
|
|
width/2, height/2, -length/2, |
| 2353 |
|
|
width/2, -height/2, -length/2, |
| 2354 |
|
|
-width/2, height/2, -length/2, |
| 2355 |
|
|
-width/2, height/2, length/2, |
| 2356 |
|
|
width/2, height/2, length/2, |
| 2357 |
|
|
width/2, height/2, -length/2, |
| 2358 |
|
|
-width/2, -height/2, -length/2, |
| 2359 |
|
|
width/2, -height/2, -length/2, |
| 2360 |
|
|
width/2, -height/2, length/2, |
| 2361 |
|
|
-width/2, -height/2, length/2, |
| 2362 |
|
|
width/2, -height/2, -length/2, |
| 2363 |
|
|
width/2, height/2, -length/2, |
| 2364 |
|
|
width/2, height/2, length/2, |
| 2365 |
|
|
width/2, -height/2, length/2, |
| 2366 |
|
|
-width/2, -height/2, -length/2, |
| 2367 |
|
|
-width/2, -height/2, length/2, |
| 2368 |
|
|
-width/2, height/2, length/2, |
| 2369 |
|
|
-width/2, height/2, -length/2 |
| 2370 |
|
|
}; |
| 2371 |
|
|
|
| 2372 |
|
✗ |
float texcoords[] = { |
| 2373 |
|
|
0.0f, 0.0f, |
| 2374 |
|
|
1.0f, 0.0f, |
| 2375 |
|
|
1.0f, 1.0f, |
| 2376 |
|
|
0.0f, 1.0f, |
| 2377 |
|
|
1.0f, 0.0f, |
| 2378 |
|
|
1.0f, 1.0f, |
| 2379 |
|
|
0.0f, 1.0f, |
| 2380 |
|
|
0.0f, 0.0f, |
| 2381 |
|
|
0.0f, 1.0f, |
| 2382 |
|
|
0.0f, 0.0f, |
| 2383 |
|
|
1.0f, 0.0f, |
| 2384 |
|
|
1.0f, 1.0f, |
| 2385 |
|
|
1.0f, 1.0f, |
| 2386 |
|
|
0.0f, 1.0f, |
| 2387 |
|
|
0.0f, 0.0f, |
| 2388 |
|
|
1.0f, 0.0f, |
| 2389 |
|
|
1.0f, 0.0f, |
| 2390 |
|
|
1.0f, 1.0f, |
| 2391 |
|
|
0.0f, 1.0f, |
| 2392 |
|
|
0.0f, 0.0f, |
| 2393 |
|
|
0.0f, 0.0f, |
| 2394 |
|
|
1.0f, 0.0f, |
| 2395 |
|
|
1.0f, 1.0f, |
| 2396 |
|
|
0.0f, 1.0f |
| 2397 |
|
|
}; |
| 2398 |
|
|
|
| 2399 |
|
✗ |
float normals[] = { |
| 2400 |
|
|
0.0f, 0.0f, 1.0f, |
| 2401 |
|
|
0.0f, 0.0f, 1.0f, |
| 2402 |
|
|
0.0f, 0.0f, 1.0f, |
| 2403 |
|
|
0.0f, 0.0f, 1.0f, |
| 2404 |
|
|
0.0f, 0.0f,-1.0f, |
| 2405 |
|
|
0.0f, 0.0f,-1.0f, |
| 2406 |
|
|
0.0f, 0.0f,-1.0f, |
| 2407 |
|
|
0.0f, 0.0f,-1.0f, |
| 2408 |
|
|
0.0f, 1.0f, 0.0f, |
| 2409 |
|
|
0.0f, 1.0f, 0.0f, |
| 2410 |
|
|
0.0f, 1.0f, 0.0f, |
| 2411 |
|
|
0.0f, 1.0f, 0.0f, |
| 2412 |
|
|
0.0f,-1.0f, 0.0f, |
| 2413 |
|
|
0.0f,-1.0f, 0.0f, |
| 2414 |
|
|
0.0f,-1.0f, 0.0f, |
| 2415 |
|
|
0.0f,-1.0f, 0.0f, |
| 2416 |
|
|
1.0f, 0.0f, 0.0f, |
| 2417 |
|
|
1.0f, 0.0f, 0.0f, |
| 2418 |
|
|
1.0f, 0.0f, 0.0f, |
| 2419 |
|
|
1.0f, 0.0f, 0.0f, |
| 2420 |
|
|
-1.0f, 0.0f, 0.0f, |
| 2421 |
|
|
-1.0f, 0.0f, 0.0f, |
| 2422 |
|
|
-1.0f, 0.0f, 0.0f, |
| 2423 |
|
|
-1.0f, 0.0f, 0.0f |
| 2424 |
|
|
}; |
| 2425 |
|
|
|
| 2426 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(24*3*sizeof(float)); |
| 2427 |
|
|
memcpy(mesh.vertices, vertices, 24*3*sizeof(float)); |
| 2428 |
|
|
|
| 2429 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(24*2*sizeof(float)); |
| 2430 |
|
|
memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float)); |
| 2431 |
|
|
|
| 2432 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(24*3*sizeof(float)); |
| 2433 |
|
|
memcpy(mesh.normals, normals, 24*3*sizeof(float)); |
| 2434 |
|
|
|
| 2435 |
|
✗ |
mesh.indices = (unsigned short *)RL_MALLOC(36*sizeof(unsigned short)); |
| 2436 |
|
|
|
| 2437 |
|
|
int k = 0; |
| 2438 |
|
|
|
| 2439 |
|
|
// Indices can be initialized right now |
| 2440 |
|
✗ |
for (int i = 0; i < 36; i += 6) |
| 2441 |
|
|
{ |
| 2442 |
|
✗ |
mesh.indices[i] = 4*k; |
| 2443 |
|
✗ |
mesh.indices[i + 1] = 4*k + 1; |
| 2444 |
|
✗ |
mesh.indices[i + 2] = 4*k + 2; |
| 2445 |
|
✗ |
mesh.indices[i + 3] = 4*k; |
| 2446 |
|
✗ |
mesh.indices[i + 4] = 4*k + 2; |
| 2447 |
|
✗ |
mesh.indices[i + 5] = 4*k + 3; |
| 2448 |
|
|
|
| 2449 |
|
✗ |
k++; |
| 2450 |
|
|
} |
| 2451 |
|
|
|
| 2452 |
|
✗ |
mesh.vertexCount = 24; |
| 2453 |
|
✗ |
mesh.triangleCount = 12; |
| 2454 |
|
|
|
| 2455 |
|
|
#else // Use par_shapes library to generate cube mesh |
| 2456 |
|
|
/* |
| 2457 |
|
|
// Platonic solids: |
| 2458 |
|
|
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid) |
| 2459 |
|
|
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube) |
| 2460 |
|
|
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (diamond) |
| 2461 |
|
|
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron |
| 2462 |
|
|
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron |
| 2463 |
|
|
*/ |
| 2464 |
|
|
// Platonic solid generation: cube (6 sides) |
| 2465 |
|
|
// NOTE: No normals/texcoords generated by default |
| 2466 |
|
|
par_shapes_mesh *cube = par_shapes_create_cube(); |
| 2467 |
|
|
cube->tcoords = PAR_MALLOC(float, 2*cube->npoints); |
| 2468 |
|
|
for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f; |
| 2469 |
|
|
par_shapes_scale(cube, width, height, length); |
| 2470 |
|
|
par_shapes_translate(cube, -width/2, 0.0f, -length/2); |
| 2471 |
|
|
par_shapes_compute_normals(cube); |
| 2472 |
|
|
|
| 2473 |
|
|
mesh.vertices = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float)); |
| 2474 |
|
|
mesh.texcoords = (float *)RL_MALLOC(cube->ntriangles*3*2*sizeof(float)); |
| 2475 |
|
|
mesh.normals = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float)); |
| 2476 |
|
|
|
| 2477 |
|
|
mesh.vertexCount = cube->ntriangles*3; |
| 2478 |
|
|
mesh.triangleCount = cube->ntriangles; |
| 2479 |
|
|
|
| 2480 |
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
| 2481 |
|
|
{ |
| 2482 |
|
|
mesh.vertices[k*3] = cube->points[cube->triangles[k]*3]; |
| 2483 |
|
|
mesh.vertices[k*3 + 1] = cube->points[cube->triangles[k]*3 + 1]; |
| 2484 |
|
|
mesh.vertices[k*3 + 2] = cube->points[cube->triangles[k]*3 + 2]; |
| 2485 |
|
|
|
| 2486 |
|
|
mesh.normals[k*3] = cube->normals[cube->triangles[k]*3]; |
| 2487 |
|
|
mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1]; |
| 2488 |
|
|
mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2]; |
| 2489 |
|
|
|
| 2490 |
|
|
mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2]; |
| 2491 |
|
|
mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1]; |
| 2492 |
|
|
} |
| 2493 |
|
|
|
| 2494 |
|
|
par_shapes_free_mesh(cube); |
| 2495 |
|
|
#endif |
| 2496 |
|
|
|
| 2497 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2498 |
|
✗ |
UploadMesh(&mesh, false); |
| 2499 |
|
|
|
| 2500 |
|
✗ |
return mesh; |
| 2501 |
|
|
} |
| 2502 |
|
|
|
| 2503 |
|
|
// Generate sphere mesh (standard sphere) |
| 2504 |
|
✗ |
Mesh GenMeshSphere(float radius, int rings, int slices) |
| 2505 |
|
|
{ |
| 2506 |
|
✗ |
Mesh mesh = { 0 }; |
| 2507 |
|
|
|
| 2508 |
|
✗ |
if ((rings >= 3) && (slices >= 3)) |
| 2509 |
|
|
{ |
| 2510 |
|
✗ |
par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings); |
| 2511 |
|
✗ |
par_shapes_scale(sphere, radius, radius, radius); |
| 2512 |
|
|
// NOTE: Soft normals are computed internally |
| 2513 |
|
|
|
| 2514 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); |
| 2515 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float)); |
| 2516 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); |
| 2517 |
|
|
|
| 2518 |
|
✗ |
mesh.vertexCount = sphere->ntriangles*3; |
| 2519 |
|
✗ |
mesh.triangleCount = sphere->ntriangles; |
| 2520 |
|
|
|
| 2521 |
|
✗ |
for (int k = 0; k < mesh.vertexCount; k++) |
| 2522 |
|
|
{ |
| 2523 |
|
✗ |
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3]; |
| 2524 |
|
✗ |
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1]; |
| 2525 |
|
✗ |
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2]; |
| 2526 |
|
|
|
| 2527 |
|
✗ |
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3]; |
| 2528 |
|
✗ |
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1]; |
| 2529 |
|
✗ |
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2]; |
| 2530 |
|
|
|
| 2531 |
|
✗ |
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2]; |
| 2532 |
|
✗ |
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1]; |
| 2533 |
|
|
} |
| 2534 |
|
|
|
| 2535 |
|
✗ |
par_shapes_free_mesh(sphere); |
| 2536 |
|
|
|
| 2537 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2538 |
|
✗ |
UploadMesh(&mesh, false); |
| 2539 |
|
|
} |
| 2540 |
|
✗ |
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: sphere"); |
| 2541 |
|
|
|
| 2542 |
|
✗ |
return mesh; |
| 2543 |
|
|
} |
| 2544 |
|
|
|
| 2545 |
|
|
// Generate hemisphere mesh (half sphere, no bottom cap) |
| 2546 |
|
✗ |
Mesh GenMeshHemiSphere(float radius, int rings, int slices) |
| 2547 |
|
|
{ |
| 2548 |
|
✗ |
Mesh mesh = { 0 }; |
| 2549 |
|
|
|
| 2550 |
|
✗ |
if ((rings >= 3) && (slices >= 3)) |
| 2551 |
|
|
{ |
| 2552 |
|
✗ |
if (radius < 0.0f) radius = 0.0f; |
| 2553 |
|
|
|
| 2554 |
|
✗ |
par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings); |
| 2555 |
|
✗ |
par_shapes_scale(sphere, radius, radius, radius); |
| 2556 |
|
|
// NOTE: Soft normals are computed internally |
| 2557 |
|
|
|
| 2558 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); |
| 2559 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float)); |
| 2560 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); |
| 2561 |
|
|
|
| 2562 |
|
✗ |
mesh.vertexCount = sphere->ntriangles*3; |
| 2563 |
|
✗ |
mesh.triangleCount = sphere->ntriangles; |
| 2564 |
|
|
|
| 2565 |
|
✗ |
for (int k = 0; k < mesh.vertexCount; k++) |
| 2566 |
|
|
{ |
| 2567 |
|
✗ |
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3]; |
| 2568 |
|
✗ |
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1]; |
| 2569 |
|
✗ |
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2]; |
| 2570 |
|
|
|
| 2571 |
|
✗ |
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3]; |
| 2572 |
|
✗ |
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1]; |
| 2573 |
|
✗ |
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2]; |
| 2574 |
|
|
|
| 2575 |
|
✗ |
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2]; |
| 2576 |
|
✗ |
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1]; |
| 2577 |
|
|
} |
| 2578 |
|
|
|
| 2579 |
|
✗ |
par_shapes_free_mesh(sphere); |
| 2580 |
|
|
|
| 2581 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2582 |
|
✗ |
UploadMesh(&mesh, false); |
| 2583 |
|
|
} |
| 2584 |
|
✗ |
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: hemisphere"); |
| 2585 |
|
|
|
| 2586 |
|
✗ |
return mesh; |
| 2587 |
|
|
} |
| 2588 |
|
|
|
| 2589 |
|
|
// Generate cylinder mesh |
| 2590 |
|
✗ |
Mesh GenMeshCylinder(float radius, float height, int slices) |
| 2591 |
|
|
{ |
| 2592 |
|
✗ |
Mesh mesh = { 0 }; |
| 2593 |
|
|
|
| 2594 |
|
✗ |
if (slices >= 3) |
| 2595 |
|
|
{ |
| 2596 |
|
|
// Instance a cylinder that sits on the Z=0 plane using the given tessellation |
| 2597 |
|
|
// levels across the UV domain. Think of "slices" like a number of pizza |
| 2598 |
|
|
// slices, and "stacks" like a number of stacked rings. |
| 2599 |
|
|
// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale |
| 2600 |
|
✗ |
par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8); |
| 2601 |
|
✗ |
par_shapes_scale(cylinder, radius, radius, height); |
| 2602 |
|
✗ |
par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 }); |
| 2603 |
|
|
|
| 2604 |
|
|
// Generate an orientable disk shape (top cap) |
| 2605 |
|
✗ |
par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 }); |
| 2606 |
|
✗ |
capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints); |
| 2607 |
|
✗ |
for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f; |
| 2608 |
|
✗ |
par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 }); |
| 2609 |
|
✗ |
par_shapes_rotate(capTop, 90*DEG2RAD, (float[]){ 0, 1, 0 }); |
| 2610 |
|
✗ |
par_shapes_translate(capTop, 0, height, 0); |
| 2611 |
|
|
|
| 2612 |
|
|
// Generate an orientable disk shape (bottom cap) |
| 2613 |
|
✗ |
par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 }); |
| 2614 |
|
✗ |
capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints); |
| 2615 |
|
✗ |
for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f; |
| 2616 |
|
✗ |
par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 }); |
| 2617 |
|
✗ |
par_shapes_rotate(capBottom, -90*DEG2RAD, (float[]){ 0, 1, 0 }); |
| 2618 |
|
|
|
| 2619 |
|
✗ |
par_shapes_merge_and_free(cylinder, capTop); |
| 2620 |
|
✗ |
par_shapes_merge_and_free(cylinder, capBottom); |
| 2621 |
|
|
|
| 2622 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float)); |
| 2623 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(cylinder->ntriangles*3*2*sizeof(float)); |
| 2624 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float)); |
| 2625 |
|
|
|
| 2626 |
|
✗ |
mesh.vertexCount = cylinder->ntriangles*3; |
| 2627 |
|
✗ |
mesh.triangleCount = cylinder->ntriangles; |
| 2628 |
|
|
|
| 2629 |
|
✗ |
for (int k = 0; k < mesh.vertexCount; k++) |
| 2630 |
|
|
{ |
| 2631 |
|
✗ |
mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3]; |
| 2632 |
|
✗ |
mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1]; |
| 2633 |
|
✗ |
mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2]; |
| 2634 |
|
|
|
| 2635 |
|
✗ |
mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3]; |
| 2636 |
|
✗ |
mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1]; |
| 2637 |
|
✗ |
mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2]; |
| 2638 |
|
|
|
| 2639 |
|
✗ |
mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2]; |
| 2640 |
|
✗ |
mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1]; |
| 2641 |
|
|
} |
| 2642 |
|
|
|
| 2643 |
|
✗ |
par_shapes_free_mesh(cylinder); |
| 2644 |
|
|
|
| 2645 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2646 |
|
✗ |
UploadMesh(&mesh, false); |
| 2647 |
|
|
} |
| 2648 |
|
✗ |
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cylinder"); |
| 2649 |
|
|
|
| 2650 |
|
✗ |
return mesh; |
| 2651 |
|
|
} |
| 2652 |
|
|
|
| 2653 |
|
|
// Generate cone/pyramid mesh |
| 2654 |
|
✗ |
Mesh GenMeshCone(float radius, float height, int slices) |
| 2655 |
|
|
{ |
| 2656 |
|
✗ |
Mesh mesh = { 0 }; |
| 2657 |
|
|
|
| 2658 |
|
✗ |
if (slices >= 3) |
| 2659 |
|
|
{ |
| 2660 |
|
|
// Instance a cone that sits on the Z=0 plane using the given tessellation |
| 2661 |
|
|
// levels across the UV domain. Think of "slices" like a number of pizza |
| 2662 |
|
|
// slices, and "stacks" like a number of stacked rings. |
| 2663 |
|
|
// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale |
| 2664 |
|
✗ |
par_shapes_mesh *cone = par_shapes_create_cone(slices, 8); |
| 2665 |
|
✗ |
par_shapes_scale(cone, radius, radius, height); |
| 2666 |
|
✗ |
par_shapes_rotate(cone, -PI/2.0f, (float[]){ 1, 0, 0 }); |
| 2667 |
|
✗ |
par_shapes_rotate(cone, PI/2.0f, (float[]){ 0, 1, 0 }); |
| 2668 |
|
|
|
| 2669 |
|
|
// Generate an orientable disk shape (bottom cap) |
| 2670 |
|
✗ |
par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 }); |
| 2671 |
|
✗ |
capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints); |
| 2672 |
|
✗ |
for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f; |
| 2673 |
|
✗ |
par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 }); |
| 2674 |
|
|
|
| 2675 |
|
✗ |
par_shapes_merge_and_free(cone, capBottom); |
| 2676 |
|
|
|
| 2677 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(cone->ntriangles*3*3*sizeof(float)); |
| 2678 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(cone->ntriangles*3*2*sizeof(float)); |
| 2679 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(cone->ntriangles*3*3*sizeof(float)); |
| 2680 |
|
|
|
| 2681 |
|
✗ |
mesh.vertexCount = cone->ntriangles*3; |
| 2682 |
|
✗ |
mesh.triangleCount = cone->ntriangles; |
| 2683 |
|
|
|
| 2684 |
|
✗ |
for (int k = 0; k < mesh.vertexCount; k++) |
| 2685 |
|
|
{ |
| 2686 |
|
✗ |
mesh.vertices[k*3] = cone->points[cone->triangles[k]*3]; |
| 2687 |
|
✗ |
mesh.vertices[k*3 + 1] = cone->points[cone->triangles[k]*3 + 1]; |
| 2688 |
|
✗ |
mesh.vertices[k*3 + 2] = cone->points[cone->triangles[k]*3 + 2]; |
| 2689 |
|
|
|
| 2690 |
|
✗ |
mesh.normals[k*3] = cone->normals[cone->triangles[k]*3]; |
| 2691 |
|
✗ |
mesh.normals[k*3 + 1] = cone->normals[cone->triangles[k]*3 + 1]; |
| 2692 |
|
✗ |
mesh.normals[k*3 + 2] = cone->normals[cone->triangles[k]*3 + 2]; |
| 2693 |
|
|
|
| 2694 |
|
✗ |
mesh.texcoords[k*2] = cone->tcoords[cone->triangles[k]*2]; |
| 2695 |
|
✗ |
mesh.texcoords[k*2 + 1] = cone->tcoords[cone->triangles[k]*2 + 1]; |
| 2696 |
|
|
} |
| 2697 |
|
|
|
| 2698 |
|
✗ |
par_shapes_free_mesh(cone); |
| 2699 |
|
|
|
| 2700 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2701 |
|
✗ |
UploadMesh(&mesh, false); |
| 2702 |
|
|
} |
| 2703 |
|
✗ |
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cone"); |
| 2704 |
|
|
|
| 2705 |
|
✗ |
return mesh; |
| 2706 |
|
|
} |
| 2707 |
|
|
|
| 2708 |
|
|
// Generate torus mesh |
| 2709 |
|
✗ |
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides) |
| 2710 |
|
|
{ |
| 2711 |
|
✗ |
Mesh mesh = { 0 }; |
| 2712 |
|
|
|
| 2713 |
|
✗ |
if ((sides >= 3) && (radSeg >= 3)) |
| 2714 |
|
|
{ |
| 2715 |
|
✗ |
if (radius > 1.0f) radius = 1.0f; |
| 2716 |
|
✗ |
else if (radius < 0.1f) radius = 0.1f; |
| 2717 |
|
|
|
| 2718 |
|
|
// Create a donut that sits on the Z=0 plane with the specified inner radius |
| 2719 |
|
|
// The outer radius can be controlled with par_shapes_scale |
| 2720 |
|
✗ |
par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius); |
| 2721 |
|
✗ |
par_shapes_scale(torus, size/2, size/2, size/2); |
| 2722 |
|
|
|
| 2723 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float)); |
| 2724 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(torus->ntriangles*3*2*sizeof(float)); |
| 2725 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float)); |
| 2726 |
|
|
|
| 2727 |
|
✗ |
mesh.vertexCount = torus->ntriangles*3; |
| 2728 |
|
✗ |
mesh.triangleCount = torus->ntriangles; |
| 2729 |
|
|
|
| 2730 |
|
✗ |
for (int k = 0; k < mesh.vertexCount; k++) |
| 2731 |
|
|
{ |
| 2732 |
|
✗ |
mesh.vertices[k*3] = torus->points[torus->triangles[k]*3]; |
| 2733 |
|
✗ |
mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1]; |
| 2734 |
|
✗ |
mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2]; |
| 2735 |
|
|
|
| 2736 |
|
✗ |
mesh.normals[k*3] = torus->normals[torus->triangles[k]*3]; |
| 2737 |
|
✗ |
mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1]; |
| 2738 |
|
✗ |
mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2]; |
| 2739 |
|
|
|
| 2740 |
|
✗ |
mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2]; |
| 2741 |
|
✗ |
mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1]; |
| 2742 |
|
|
} |
| 2743 |
|
|
|
| 2744 |
|
✗ |
par_shapes_free_mesh(torus); |
| 2745 |
|
|
|
| 2746 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2747 |
|
✗ |
UploadMesh(&mesh, false); |
| 2748 |
|
|
} |
| 2749 |
|
✗ |
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: torus"); |
| 2750 |
|
|
|
| 2751 |
|
✗ |
return mesh; |
| 2752 |
|
|
} |
| 2753 |
|
|
|
| 2754 |
|
|
// Generate trefoil knot mesh |
| 2755 |
|
✗ |
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides) |
| 2756 |
|
|
{ |
| 2757 |
|
✗ |
Mesh mesh = { 0 }; |
| 2758 |
|
|
|
| 2759 |
|
✗ |
if ((sides >= 3) && (radSeg >= 3)) |
| 2760 |
|
|
{ |
| 2761 |
|
✗ |
if (radius > 3.0f) radius = 3.0f; |
| 2762 |
|
✗ |
else if (radius < 0.5f) radius = 0.5f; |
| 2763 |
|
|
|
| 2764 |
|
✗ |
par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius); |
| 2765 |
|
✗ |
par_shapes_scale(knot, size, size, size); |
| 2766 |
|
|
|
| 2767 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float)); |
| 2768 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(knot->ntriangles*3*2*sizeof(float)); |
| 2769 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float)); |
| 2770 |
|
|
|
| 2771 |
|
✗ |
mesh.vertexCount = knot->ntriangles*3; |
| 2772 |
|
✗ |
mesh.triangleCount = knot->ntriangles; |
| 2773 |
|
|
|
| 2774 |
|
✗ |
for (int k = 0; k < mesh.vertexCount; k++) |
| 2775 |
|
|
{ |
| 2776 |
|
✗ |
mesh.vertices[k*3] = knot->points[knot->triangles[k]*3]; |
| 2777 |
|
✗ |
mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1]; |
| 2778 |
|
✗ |
mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2]; |
| 2779 |
|
|
|
| 2780 |
|
✗ |
mesh.normals[k*3] = knot->normals[knot->triangles[k]*3]; |
| 2781 |
|
✗ |
mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1]; |
| 2782 |
|
✗ |
mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2]; |
| 2783 |
|
|
|
| 2784 |
|
✗ |
mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2]; |
| 2785 |
|
✗ |
mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1]; |
| 2786 |
|
|
} |
| 2787 |
|
|
|
| 2788 |
|
✗ |
par_shapes_free_mesh(knot); |
| 2789 |
|
|
|
| 2790 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2791 |
|
✗ |
UploadMesh(&mesh, false); |
| 2792 |
|
|
} |
| 2793 |
|
✗ |
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: knot"); |
| 2794 |
|
|
|
| 2795 |
|
✗ |
return mesh; |
| 2796 |
|
|
} |
| 2797 |
|
|
|
| 2798 |
|
|
// Generate a mesh from heightmap |
| 2799 |
|
|
// NOTE: Vertex data is uploaded to GPU |
| 2800 |
|
✗ |
Mesh GenMeshHeightmap(Image heightmap, Vector3 size) |
| 2801 |
|
|
{ |
| 2802 |
|
|
#define GRAY_VALUE(c) ((float)(c.r + c.g + c.b)/3.0f) |
| 2803 |
|
|
|
| 2804 |
|
✗ |
Mesh mesh = { 0 }; |
| 2805 |
|
|
|
| 2806 |
|
✗ |
int mapX = heightmap.width; |
| 2807 |
|
✗ |
int mapZ = heightmap.height; |
| 2808 |
|
|
|
| 2809 |
|
✗ |
Color *pixels = LoadImageColors(heightmap); |
| 2810 |
|
|
|
| 2811 |
|
|
// NOTE: One vertex per pixel |
| 2812 |
|
✗ |
mesh.triangleCount = (mapX - 1)*(mapZ - 1)*2; // One quad every four pixels |
| 2813 |
|
|
|
| 2814 |
|
✗ |
mesh.vertexCount = mesh.triangleCount*3; |
| 2815 |
|
|
|
| 2816 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 2817 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 2818 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); |
| 2819 |
|
✗ |
mesh.colors = NULL; |
| 2820 |
|
|
|
| 2821 |
|
|
int vCounter = 0; // Used to count vertices float by float |
| 2822 |
|
|
int tcCounter = 0; // Used to count texcoords float by float |
| 2823 |
|
|
int nCounter = 0; // Used to count normals float by float |
| 2824 |
|
|
|
| 2825 |
|
✗ |
Vector3 scaleFactor = { size.x/(mapX - 1), size.y/255.0f, size.z/(mapZ - 1) }; |
| 2826 |
|
|
|
| 2827 |
|
|
Vector3 vA = { 0 }; |
| 2828 |
|
|
Vector3 vB = { 0 }; |
| 2829 |
|
|
Vector3 vC = { 0 }; |
| 2830 |
|
|
Vector3 vN = { 0 }; |
| 2831 |
|
|
|
| 2832 |
|
✗ |
for (int z = 0; z < mapZ-1; z++) |
| 2833 |
|
|
{ |
| 2834 |
|
✗ |
for (int x = 0; x < mapX-1; x++) |
| 2835 |
|
|
{ |
| 2836 |
|
|
// Fill vertices array with data |
| 2837 |
|
|
//---------------------------------------------------------- |
| 2838 |
|
|
|
| 2839 |
|
|
// one triangle - 3 vertex |
| 2840 |
|
✗ |
mesh.vertices[vCounter] = (float)x*scaleFactor.x; |
| 2841 |
|
✗ |
mesh.vertices[vCounter + 1] = GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y; |
| 2842 |
|
✗ |
mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z; |
| 2843 |
|
|
|
| 2844 |
|
✗ |
mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x; |
| 2845 |
|
✗ |
mesh.vertices[vCounter + 4] = GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y; |
| 2846 |
|
✗ |
mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z; |
| 2847 |
|
|
|
| 2848 |
|
✗ |
mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x; |
| 2849 |
|
✗ |
mesh.vertices[vCounter + 7] = GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y; |
| 2850 |
|
✗ |
mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z; |
| 2851 |
|
|
|
| 2852 |
|
|
// Another triangle - 3 vertex |
| 2853 |
|
✗ |
mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6]; |
| 2854 |
|
✗ |
mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7]; |
| 2855 |
|
✗ |
mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8]; |
| 2856 |
|
|
|
| 2857 |
|
✗ |
mesh.vertices[vCounter + 12] = mesh.vertices[vCounter + 3]; |
| 2858 |
|
✗ |
mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4]; |
| 2859 |
|
✗ |
mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5]; |
| 2860 |
|
|
|
| 2861 |
|
✗ |
mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x; |
| 2862 |
|
✗ |
mesh.vertices[vCounter + 16] = GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y; |
| 2863 |
|
✗ |
mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z; |
| 2864 |
|
✗ |
vCounter += 18; // 6 vertex, 18 floats |
| 2865 |
|
|
|
| 2866 |
|
|
// Fill texcoords array with data |
| 2867 |
|
|
//-------------------------------------------------------------- |
| 2868 |
|
✗ |
mesh.texcoords[tcCounter] = (float)x/(mapX - 1); |
| 2869 |
|
✗ |
mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1); |
| 2870 |
|
|
|
| 2871 |
|
✗ |
mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1); |
| 2872 |
|
✗ |
mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1); |
| 2873 |
|
|
|
| 2874 |
|
✗ |
mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1); |
| 2875 |
|
✗ |
mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1); |
| 2876 |
|
|
|
| 2877 |
|
✗ |
mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4]; |
| 2878 |
|
✗ |
mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5]; |
| 2879 |
|
|
|
| 2880 |
|
✗ |
mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2]; |
| 2881 |
|
✗ |
mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3]; |
| 2882 |
|
|
|
| 2883 |
|
✗ |
mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1); |
| 2884 |
|
✗ |
mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1); |
| 2885 |
|
✗ |
tcCounter += 12; // 6 texcoords, 12 floats |
| 2886 |
|
|
|
| 2887 |
|
|
// Fill normals array with data |
| 2888 |
|
|
//-------------------------------------------------------------- |
| 2889 |
|
✗ |
for (int i = 0; i < 18; i += 9) |
| 2890 |
|
|
{ |
| 2891 |
|
✗ |
vA.x = mesh.vertices[nCounter + i]; |
| 2892 |
|
✗ |
vA.y = mesh.vertices[nCounter + i + 1]; |
| 2893 |
|
✗ |
vA.z = mesh.vertices[nCounter + i + 2]; |
| 2894 |
|
|
|
| 2895 |
|
✗ |
vB.x = mesh.vertices[nCounter + i + 3]; |
| 2896 |
|
✗ |
vB.y = mesh.vertices[nCounter + i + 4]; |
| 2897 |
|
✗ |
vB.z = mesh.vertices[nCounter + i + 5]; |
| 2898 |
|
|
|
| 2899 |
|
✗ |
vC.x = mesh.vertices[nCounter + i + 6]; |
| 2900 |
|
✗ |
vC.y = mesh.vertices[nCounter + i + 7]; |
| 2901 |
|
✗ |
vC.z = mesh.vertices[nCounter + i + 8]; |
| 2902 |
|
|
|
| 2903 |
|
✗ |
vN = Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA))); |
| 2904 |
|
|
|
| 2905 |
|
✗ |
mesh.normals[nCounter + i] = vN.x; |
| 2906 |
|
✗ |
mesh.normals[nCounter + i + 1] = vN.y; |
| 2907 |
|
✗ |
mesh.normals[nCounter + i + 2] = vN.z; |
| 2908 |
|
|
|
| 2909 |
|
✗ |
mesh.normals[nCounter + i + 3] = vN.x; |
| 2910 |
|
✗ |
mesh.normals[nCounter + i + 4] = vN.y; |
| 2911 |
|
✗ |
mesh.normals[nCounter + i + 5] = vN.z; |
| 2912 |
|
|
|
| 2913 |
|
✗ |
mesh.normals[nCounter + i + 6] = vN.x; |
| 2914 |
|
✗ |
mesh.normals[nCounter + i + 7] = vN.y; |
| 2915 |
|
✗ |
mesh.normals[nCounter + i + 8] = vN.z; |
| 2916 |
|
|
} |
| 2917 |
|
|
|
| 2918 |
|
|
nCounter += 18; // 6 vertex, 18 floats |
| 2919 |
|
|
} |
| 2920 |
|
|
} |
| 2921 |
|
|
|
| 2922 |
|
✗ |
UnloadImageColors(pixels); // Unload pixels color data |
| 2923 |
|
|
|
| 2924 |
|
|
// Upload vertex data to GPU (static mesh) |
| 2925 |
|
✗ |
UploadMesh(&mesh, false); |
| 2926 |
|
|
|
| 2927 |
|
✗ |
return mesh; |
| 2928 |
|
|
} |
| 2929 |
|
|
|
| 2930 |
|
|
// Generate a cubes mesh from pixel data |
| 2931 |
|
|
// NOTE: Vertex data is uploaded to GPU |
| 2932 |
|
✗ |
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) |
| 2933 |
|
|
{ |
| 2934 |
|
|
#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a)) |
| 2935 |
|
|
|
| 2936 |
|
✗ |
Mesh mesh = { 0 }; |
| 2937 |
|
|
|
| 2938 |
|
✗ |
Color *pixels = LoadImageColors(cubicmap); |
| 2939 |
|
|
|
| 2940 |
|
|
// NOTE: Max possible number of triangles numCubes*(12 triangles by cube) |
| 2941 |
|
✗ |
int maxTriangles = cubicmap.width * cubicmap.height * 12; |
| 2942 |
|
|
|
| 2943 |
|
|
int vCounter = 0; // Used to count vertices |
| 2944 |
|
|
int tcCounter = 0; // Used to count texcoords |
| 2945 |
|
|
int nCounter = 0; // Used to count normals |
| 2946 |
|
|
|
| 2947 |
|
✗ |
float w = cubeSize.x; |
| 2948 |
|
✗ |
float h = cubeSize.z; |
| 2949 |
|
✗ |
float h2 = cubeSize.y; |
| 2950 |
|
|
|
| 2951 |
|
✗ |
Vector3 *mapVertices = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3)); |
| 2952 |
|
✗ |
Vector2 *mapTexcoords = (Vector2 *)RL_MALLOC(maxTriangles*3*sizeof(Vector2)); |
| 2953 |
|
✗ |
Vector3 *mapNormals = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3)); |
| 2954 |
|
|
|
| 2955 |
|
|
// Define the 6 normals of the cube, we will combine them accordingly later... |
| 2956 |
|
|
Vector3 n1 = { 1.0f, 0.0f, 0.0f }; |
| 2957 |
|
|
Vector3 n2 = { -1.0f, 0.0f, 0.0f }; |
| 2958 |
|
|
Vector3 n3 = { 0.0f, 1.0f, 0.0f }; |
| 2959 |
|
|
Vector3 n4 = { 0.0f, -1.0f, 0.0f }; |
| 2960 |
|
|
Vector3 n5 = { 0.0f, 0.0f, -1.0f }; |
| 2961 |
|
|
Vector3 n6 = { 0.0f, 0.0f, 1.0f }; |
| 2962 |
|
|
|
| 2963 |
|
|
// NOTE: We use texture rectangles to define different textures for top-bottom-front-back-right-left (6) |
| 2964 |
|
|
typedef struct RectangleF { |
| 2965 |
|
|
float x; |
| 2966 |
|
|
float y; |
| 2967 |
|
|
float width; |
| 2968 |
|
|
float height; |
| 2969 |
|
|
} RectangleF; |
| 2970 |
|
|
|
| 2971 |
|
|
RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f }; |
| 2972 |
|
|
RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f }; |
| 2973 |
|
|
RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f }; |
| 2974 |
|
|
RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f }; |
| 2975 |
|
|
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f }; |
| 2976 |
|
|
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f }; |
| 2977 |
|
|
|
| 2978 |
|
✗ |
for (int z = 0; z < cubicmap.height; ++z) |
| 2979 |
|
|
{ |
| 2980 |
|
✗ |
for (int x = 0; x < cubicmap.width; ++x) |
| 2981 |
|
|
{ |
| 2982 |
|
|
// Define the 8 vertex of the cube, we will combine them accordingly later... |
| 2983 |
|
✗ |
Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) }; |
| 2984 |
|
✗ |
Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) }; |
| 2985 |
|
✗ |
Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) }; |
| 2986 |
|
|
Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) }; |
| 2987 |
|
|
Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) }; |
| 2988 |
|
|
Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) }; |
| 2989 |
|
|
Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) }; |
| 2990 |
|
|
Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) }; |
| 2991 |
|
|
|
| 2992 |
|
|
// We check pixel color to be WHITE -> draw full cube |
| 2993 |
|
✗ |
if (COLOR_EQUAL(pixels[z*cubicmap.width + x], WHITE)) |
| 2994 |
|
|
{ |
| 2995 |
|
|
// Define triangles and checking collateral cubes |
| 2996 |
|
|
//------------------------------------------------ |
| 2997 |
|
|
|
| 2998 |
|
|
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4) |
| 2999 |
|
|
// WARNING: Not required for a WHITE cubes, created to allow seeing the map from outside |
| 3000 |
|
✗ |
mapVertices[vCounter] = v1; |
| 3001 |
|
✗ |
mapVertices[vCounter + 1] = v2; |
| 3002 |
|
✗ |
mapVertices[vCounter + 2] = v3; |
| 3003 |
|
✗ |
mapVertices[vCounter + 3] = v1; |
| 3004 |
|
✗ |
mapVertices[vCounter + 4] = v3; |
| 3005 |
|
✗ |
mapVertices[vCounter + 5] = v4; |
| 3006 |
|
✗ |
vCounter += 6; |
| 3007 |
|
|
|
| 3008 |
|
✗ |
mapNormals[nCounter] = n3; |
| 3009 |
|
✗ |
mapNormals[nCounter + 1] = n3; |
| 3010 |
|
✗ |
mapNormals[nCounter + 2] = n3; |
| 3011 |
|
✗ |
mapNormals[nCounter + 3] = n3; |
| 3012 |
|
✗ |
mapNormals[nCounter + 4] = n3; |
| 3013 |
|
✗ |
mapNormals[nCounter + 5] = n3; |
| 3014 |
|
|
nCounter += 6; |
| 3015 |
|
|
|
| 3016 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y }; |
| 3017 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height }; |
| 3018 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; |
| 3019 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y }; |
| 3020 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; |
| 3021 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y }; |
| 3022 |
|
|
tcCounter += 6; |
| 3023 |
|
|
|
| 3024 |
|
|
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8) |
| 3025 |
|
✗ |
mapVertices[vCounter] = v6; |
| 3026 |
|
✗ |
mapVertices[vCounter + 1] = v8; |
| 3027 |
|
✗ |
mapVertices[vCounter + 2] = v7; |
| 3028 |
|
✗ |
mapVertices[vCounter + 3] = v6; |
| 3029 |
|
✗ |
mapVertices[vCounter + 4] = v5; |
| 3030 |
|
✗ |
mapVertices[vCounter + 5] = v8; |
| 3031 |
|
✗ |
vCounter += 6; |
| 3032 |
|
|
|
| 3033 |
|
✗ |
mapNormals[nCounter] = n4; |
| 3034 |
|
✗ |
mapNormals[nCounter + 1] = n4; |
| 3035 |
|
✗ |
mapNormals[nCounter + 2] = n4; |
| 3036 |
|
✗ |
mapNormals[nCounter + 3] = n4; |
| 3037 |
|
✗ |
mapNormals[nCounter + 4] = n4; |
| 3038 |
|
✗ |
mapNormals[nCounter + 5] = n4; |
| 3039 |
|
|
nCounter += 6; |
| 3040 |
|
|
|
| 3041 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; |
| 3042 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; |
| 3043 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height }; |
| 3044 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; |
| 3045 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y }; |
| 3046 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; |
| 3047 |
|
|
tcCounter += 6; |
| 3048 |
|
|
|
| 3049 |
|
|
// Checking cube on bottom of current cube |
| 3050 |
|
✗ |
if (((z < cubicmap.height - 1) && COLOR_EQUAL(pixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1)) |
| 3051 |
|
|
{ |
| 3052 |
|
|
// Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8 |
| 3053 |
|
|
// NOTE: Collateral occluded faces are not generated |
| 3054 |
|
✗ |
mapVertices[vCounter] = v2; |
| 3055 |
|
✗ |
mapVertices[vCounter + 1] = v7; |
| 3056 |
|
✗ |
mapVertices[vCounter + 2] = v3; |
| 3057 |
|
✗ |
mapVertices[vCounter + 3] = v3; |
| 3058 |
|
✗ |
mapVertices[vCounter + 4] = v7; |
| 3059 |
|
✗ |
mapVertices[vCounter + 5] = v8; |
| 3060 |
|
✗ |
vCounter += 6; |
| 3061 |
|
|
|
| 3062 |
|
✗ |
mapNormals[nCounter] = n6; |
| 3063 |
|
✗ |
mapNormals[nCounter + 1] = n6; |
| 3064 |
|
✗ |
mapNormals[nCounter + 2] = n6; |
| 3065 |
|
✗ |
mapNormals[nCounter + 3] = n6; |
| 3066 |
|
✗ |
mapNormals[nCounter + 4] = n6; |
| 3067 |
|
✗ |
mapNormals[nCounter + 5] = n6; |
| 3068 |
|
|
nCounter += 6; |
| 3069 |
|
|
|
| 3070 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ frontTexUV.x, frontTexUV.y }; |
| 3071 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height }; |
| 3072 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y }; |
| 3073 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y }; |
| 3074 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height }; |
| 3075 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y + frontTexUV.height }; |
| 3076 |
|
|
tcCounter += 6; |
| 3077 |
|
|
} |
| 3078 |
|
|
|
| 3079 |
|
|
// Checking cube on top of current cube |
| 3080 |
|
✗ |
if (((z > 0) && COLOR_EQUAL(pixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0)) |
| 3081 |
|
|
{ |
| 3082 |
|
|
// Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5 |
| 3083 |
|
|
// NOTE: Collateral occluded faces are not generated |
| 3084 |
|
✗ |
mapVertices[vCounter] = v1; |
| 3085 |
|
✗ |
mapVertices[vCounter + 1] = v5; |
| 3086 |
|
✗ |
mapVertices[vCounter + 2] = v6; |
| 3087 |
|
✗ |
mapVertices[vCounter + 3] = v1; |
| 3088 |
|
✗ |
mapVertices[vCounter + 4] = v4; |
| 3089 |
|
✗ |
mapVertices[vCounter + 5] = v5; |
| 3090 |
|
✗ |
vCounter += 6; |
| 3091 |
|
|
|
| 3092 |
|
✗ |
mapNormals[nCounter] = n5; |
| 3093 |
|
✗ |
mapNormals[nCounter + 1] = n5; |
| 3094 |
|
✗ |
mapNormals[nCounter + 2] = n5; |
| 3095 |
|
✗ |
mapNormals[nCounter + 3] = n5; |
| 3096 |
|
✗ |
mapNormals[nCounter + 4] = n5; |
| 3097 |
|
✗ |
mapNormals[nCounter + 5] = n5; |
| 3098 |
|
|
nCounter += 6; |
| 3099 |
|
|
|
| 3100 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y }; |
| 3101 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height }; |
| 3102 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y + backTexUV.height }; |
| 3103 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y }; |
| 3104 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ backTexUV.x, backTexUV.y }; |
| 3105 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height }; |
| 3106 |
|
|
tcCounter += 6; |
| 3107 |
|
|
} |
| 3108 |
|
|
|
| 3109 |
|
|
// Checking cube on right of current cube |
| 3110 |
|
✗ |
if (((x < cubicmap.width - 1) && COLOR_EQUAL(pixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1)) |
| 3111 |
|
|
{ |
| 3112 |
|
|
// Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5 |
| 3113 |
|
|
// NOTE: Collateral occluded faces are not generated |
| 3114 |
|
✗ |
mapVertices[vCounter] = v3; |
| 3115 |
|
✗ |
mapVertices[vCounter + 1] = v8; |
| 3116 |
|
✗ |
mapVertices[vCounter + 2] = v4; |
| 3117 |
|
✗ |
mapVertices[vCounter + 3] = v4; |
| 3118 |
|
✗ |
mapVertices[vCounter + 4] = v8; |
| 3119 |
|
✗ |
mapVertices[vCounter + 5] = v5; |
| 3120 |
|
✗ |
vCounter += 6; |
| 3121 |
|
|
|
| 3122 |
|
✗ |
mapNormals[nCounter] = n1; |
| 3123 |
|
✗ |
mapNormals[nCounter + 1] = n1; |
| 3124 |
|
✗ |
mapNormals[nCounter + 2] = n1; |
| 3125 |
|
✗ |
mapNormals[nCounter + 3] = n1; |
| 3126 |
|
✗ |
mapNormals[nCounter + 4] = n1; |
| 3127 |
|
✗ |
mapNormals[nCounter + 5] = n1; |
| 3128 |
|
|
nCounter += 6; |
| 3129 |
|
|
|
| 3130 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ rightTexUV.x, rightTexUV.y }; |
| 3131 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height }; |
| 3132 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y }; |
| 3133 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y }; |
| 3134 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height }; |
| 3135 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y + rightTexUV.height }; |
| 3136 |
|
|
tcCounter += 6; |
| 3137 |
|
|
} |
| 3138 |
|
|
|
| 3139 |
|
|
// Checking cube on left of current cube |
| 3140 |
|
✗ |
if (((x > 0) && COLOR_EQUAL(pixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0)) |
| 3141 |
|
|
{ |
| 3142 |
|
|
// Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7 |
| 3143 |
|
|
// NOTE: Collateral occluded faces are not generated |
| 3144 |
|
✗ |
mapVertices[vCounter] = v1; |
| 3145 |
|
✗ |
mapVertices[vCounter + 1] = v7; |
| 3146 |
|
✗ |
mapVertices[vCounter + 2] = v2; |
| 3147 |
|
✗ |
mapVertices[vCounter + 3] = v1; |
| 3148 |
|
✗ |
mapVertices[vCounter + 4] = v6; |
| 3149 |
|
✗ |
mapVertices[vCounter + 5] = v7; |
| 3150 |
|
✗ |
vCounter += 6; |
| 3151 |
|
|
|
| 3152 |
|
✗ |
mapNormals[nCounter] = n2; |
| 3153 |
|
✗ |
mapNormals[nCounter + 1] = n2; |
| 3154 |
|
✗ |
mapNormals[nCounter + 2] = n2; |
| 3155 |
|
✗ |
mapNormals[nCounter + 3] = n2; |
| 3156 |
|
✗ |
mapNormals[nCounter + 4] = n2; |
| 3157 |
|
✗ |
mapNormals[nCounter + 5] = n2; |
| 3158 |
|
|
nCounter += 6; |
| 3159 |
|
|
|
| 3160 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ leftTexUV.x, leftTexUV.y }; |
| 3161 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height }; |
| 3162 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y }; |
| 3163 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ leftTexUV.x, leftTexUV.y }; |
| 3164 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ leftTexUV.x, leftTexUV.y + leftTexUV.height }; |
| 3165 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height }; |
| 3166 |
|
|
tcCounter += 6; |
| 3167 |
|
|
} |
| 3168 |
|
|
} |
| 3169 |
|
|
// We check pixel color to be BLACK, we will only draw floor and roof |
| 3170 |
|
✗ |
else if (COLOR_EQUAL(pixels[z*cubicmap.width + x], BLACK)) |
| 3171 |
|
|
{ |
| 3172 |
|
|
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4) |
| 3173 |
|
✗ |
mapVertices[vCounter] = v1; |
| 3174 |
|
✗ |
mapVertices[vCounter + 1] = v3; |
| 3175 |
|
✗ |
mapVertices[vCounter + 2] = v2; |
| 3176 |
|
✗ |
mapVertices[vCounter + 3] = v1; |
| 3177 |
|
✗ |
mapVertices[vCounter + 4] = v4; |
| 3178 |
|
✗ |
mapVertices[vCounter + 5] = v3; |
| 3179 |
|
✗ |
vCounter += 6; |
| 3180 |
|
|
|
| 3181 |
|
✗ |
mapNormals[nCounter] = n4; |
| 3182 |
|
✗ |
mapNormals[nCounter + 1] = n4; |
| 3183 |
|
✗ |
mapNormals[nCounter + 2] = n4; |
| 3184 |
|
✗ |
mapNormals[nCounter + 3] = n4; |
| 3185 |
|
✗ |
mapNormals[nCounter + 4] = n4; |
| 3186 |
|
✗ |
mapNormals[nCounter + 5] = n4; |
| 3187 |
|
|
nCounter += 6; |
| 3188 |
|
|
|
| 3189 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y }; |
| 3190 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; |
| 3191 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height }; |
| 3192 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y }; |
| 3193 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y }; |
| 3194 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; |
| 3195 |
|
|
tcCounter += 6; |
| 3196 |
|
|
|
| 3197 |
|
|
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8) |
| 3198 |
|
✗ |
mapVertices[vCounter] = v6; |
| 3199 |
|
✗ |
mapVertices[vCounter + 1] = v7; |
| 3200 |
|
✗ |
mapVertices[vCounter + 2] = v8; |
| 3201 |
|
✗ |
mapVertices[vCounter + 3] = v6; |
| 3202 |
|
✗ |
mapVertices[vCounter + 4] = v8; |
| 3203 |
|
✗ |
mapVertices[vCounter + 5] = v5; |
| 3204 |
|
✗ |
vCounter += 6; |
| 3205 |
|
|
|
| 3206 |
|
✗ |
mapNormals[nCounter] = n3; |
| 3207 |
|
✗ |
mapNormals[nCounter + 1] = n3; |
| 3208 |
|
✗ |
mapNormals[nCounter + 2] = n3; |
| 3209 |
|
✗ |
mapNormals[nCounter + 3] = n3; |
| 3210 |
|
✗ |
mapNormals[nCounter + 4] = n3; |
| 3211 |
|
✗ |
mapNormals[nCounter + 5] = n3; |
| 3212 |
|
|
nCounter += 6; |
| 3213 |
|
|
|
| 3214 |
|
✗ |
mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; |
| 3215 |
|
✗ |
mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height }; |
| 3216 |
|
✗ |
mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; |
| 3217 |
|
✗ |
mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; |
| 3218 |
|
✗ |
mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; |
| 3219 |
|
✗ |
mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y }; |
| 3220 |
|
|
tcCounter += 6; |
| 3221 |
|
|
} |
| 3222 |
|
|
} |
| 3223 |
|
|
} |
| 3224 |
|
|
|
| 3225 |
|
|
// Move data from mapVertices temp arrays to vertices float array |
| 3226 |
|
✗ |
mesh.vertexCount = vCounter; |
| 3227 |
|
✗ |
mesh.triangleCount = vCounter/3; |
| 3228 |
|
|
|
| 3229 |
|
✗ |
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 3230 |
|
✗ |
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); |
| 3231 |
|
✗ |
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); |
| 3232 |
|
✗ |
mesh.colors = NULL; |
| 3233 |
|
|
|
| 3234 |
|
|
int fCounter = 0; |
| 3235 |
|
|
|
| 3236 |
|
|
// Move vertices data |
| 3237 |
|
✗ |
for (int i = 0; i < vCounter; i++) |
| 3238 |
|
|
{ |
| 3239 |
|
✗ |
mesh.vertices[fCounter] = mapVertices[i].x; |
| 3240 |
|
✗ |
mesh.vertices[fCounter + 1] = mapVertices[i].y; |
| 3241 |
|
✗ |
mesh.vertices[fCounter + 2] = mapVertices[i].z; |
| 3242 |
|
✗ |
fCounter += 3; |
| 3243 |
|
|
} |
| 3244 |
|
|
|
| 3245 |
|
|
fCounter = 0; |
| 3246 |
|
|
|
| 3247 |
|
|
// Move normals data |
| 3248 |
|
✗ |
for (int i = 0; i < nCounter; i++) |
| 3249 |
|
|
{ |
| 3250 |
|
✗ |
mesh.normals[fCounter] = mapNormals[i].x; |
| 3251 |
|
✗ |
mesh.normals[fCounter + 1] = mapNormals[i].y; |
| 3252 |
|
✗ |
mesh.normals[fCounter + 2] = mapNormals[i].z; |
| 3253 |
|
✗ |
fCounter += 3; |
| 3254 |
|
|
} |
| 3255 |
|
|
|
| 3256 |
|
|
fCounter = 0; |
| 3257 |
|
|
|
| 3258 |
|
|
// Move texcoords data |
| 3259 |
|
✗ |
for (int i = 0; i < tcCounter; i++) |
| 3260 |
|
|
{ |
| 3261 |
|
✗ |
mesh.texcoords[fCounter] = mapTexcoords[i].x; |
| 3262 |
|
✗ |
mesh.texcoords[fCounter + 1] = mapTexcoords[i].y; |
| 3263 |
|
✗ |
fCounter += 2; |
| 3264 |
|
|
} |
| 3265 |
|
|
|
| 3266 |
|
✗ |
RL_FREE(mapVertices); |
| 3267 |
|
✗ |
RL_FREE(mapNormals); |
| 3268 |
|
✗ |
RL_FREE(mapTexcoords); |
| 3269 |
|
|
|
| 3270 |
|
✗ |
UnloadImageColors(pixels); // Unload pixels color data |
| 3271 |
|
|
|
| 3272 |
|
|
// Upload vertex data to GPU (static mesh) |
| 3273 |
|
✗ |
UploadMesh(&mesh, false); |
| 3274 |
|
|
|
| 3275 |
|
✗ |
return mesh; |
| 3276 |
|
|
} |
| 3277 |
|
|
#endif // SUPPORT_MESH_GENERATION |
| 3278 |
|
|
|
| 3279 |
|
|
// Compute mesh bounding box limits |
| 3280 |
|
|
// NOTE: minVertex and maxVertex should be transformed by model transform matrix |
| 3281 |
|
✗ |
BoundingBox GetMeshBoundingBox(Mesh mesh) |
| 3282 |
|
|
{ |
| 3283 |
|
|
// Get min and max vertex to construct bounds (AABB) |
| 3284 |
|
|
Vector3 minVertex = { 0 }; |
| 3285 |
|
|
Vector3 maxVertex = { 0 }; |
| 3286 |
|
|
|
| 3287 |
|
✗ |
if (mesh.vertices != NULL) |
| 3288 |
|
|
{ |
| 3289 |
|
✗ |
minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; |
| 3290 |
|
|
maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; |
| 3291 |
|
|
|
| 3292 |
|
✗ |
for (int i = 1; i < mesh.vertexCount; i++) |
| 3293 |
|
|
{ |
| 3294 |
|
✗ |
minVertex = Vector3Min(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); |
| 3295 |
|
✗ |
maxVertex = Vector3Max(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); |
| 3296 |
|
|
} |
| 3297 |
|
|
} |
| 3298 |
|
|
|
| 3299 |
|
|
// Create the bounding box |
| 3300 |
|
|
BoundingBox box = { 0 }; |
| 3301 |
|
|
box.min = minVertex; |
| 3302 |
|
|
box.max = maxVertex; |
| 3303 |
|
|
|
| 3304 |
|
✗ |
return box; |
| 3305 |
|
|
} |
| 3306 |
|
|
|
| 3307 |
|
|
// Compute mesh tangents |
| 3308 |
|
|
// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates |
| 3309 |
|
|
// Implementation based on: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html |
| 3310 |
|
✗ |
void GenMeshTangents(Mesh *mesh) |
| 3311 |
|
|
{ |
| 3312 |
|
✗ |
if ((mesh->vertices == NULL) || (mesh->texcoords == NULL)) |
| 3313 |
|
|
{ |
| 3314 |
|
✗ |
TRACELOG(LOG_WARNING, "MESH: Tangents generation requires texcoord vertex attribute data"); |
| 3315 |
|
✗ |
return; |
| 3316 |
|
|
} |
| 3317 |
|
|
|
| 3318 |
|
✗ |
if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); |
| 3319 |
|
|
else |
| 3320 |
|
|
{ |
| 3321 |
|
✗ |
RL_FREE(mesh->tangents); |
| 3322 |
|
✗ |
mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); |
| 3323 |
|
|
} |
| 3324 |
|
|
|
| 3325 |
|
✗ |
Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); |
| 3326 |
|
✗ |
Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); |
| 3327 |
|
|
|
| 3328 |
|
✗ |
for (int i = 0; i < mesh->vertexCount; i += 3) |
| 3329 |
|
|
{ |
| 3330 |
|
|
// Get triangle vertices |
| 3331 |
|
✗ |
Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] }; |
| 3332 |
|
✗ |
Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] }; |
| 3333 |
|
✗ |
Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] }; |
| 3334 |
|
|
|
| 3335 |
|
|
// Get triangle texcoords |
| 3336 |
|
✗ |
Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] }; |
| 3337 |
|
✗ |
Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] }; |
| 3338 |
|
✗ |
Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] }; |
| 3339 |
|
|
|
| 3340 |
|
✗ |
float x1 = v2.x - v1.x; |
| 3341 |
|
✗ |
float y1 = v2.y - v1.y; |
| 3342 |
|
✗ |
float z1 = v2.z - v1.z; |
| 3343 |
|
✗ |
float x2 = v3.x - v1.x; |
| 3344 |
|
✗ |
float y2 = v3.y - v1.y; |
| 3345 |
|
✗ |
float z2 = v3.z - v1.z; |
| 3346 |
|
|
|
| 3347 |
|
✗ |
float s1 = uv2.x - uv1.x; |
| 3348 |
|
✗ |
float t1 = uv2.y - uv1.y; |
| 3349 |
|
✗ |
float s2 = uv3.x - uv1.x; |
| 3350 |
|
✗ |
float t2 = uv3.y - uv1.y; |
| 3351 |
|
|
|
| 3352 |
|
✗ |
float div = s1*t2 - s2*t1; |
| 3353 |
|
✗ |
float r = (div == 0.0f)? 0.0f : 1.0f/div; |
| 3354 |
|
|
|
| 3355 |
|
✗ |
Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r }; |
| 3356 |
|
✗ |
Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r }; |
| 3357 |
|
|
|
| 3358 |
|
✗ |
tan1[i + 0] = sdir; |
| 3359 |
|
✗ |
tan1[i + 1] = sdir; |
| 3360 |
|
✗ |
tan1[i + 2] = sdir; |
| 3361 |
|
|
|
| 3362 |
|
✗ |
tan2[i + 0] = tdir; |
| 3363 |
|
✗ |
tan2[i + 1] = tdir; |
| 3364 |
|
✗ |
tan2[i + 2] = tdir; |
| 3365 |
|
|
} |
| 3366 |
|
|
|
| 3367 |
|
|
// Compute tangents considering normals |
| 3368 |
|
✗ |
for (int i = 0; i < mesh->vertexCount; i++) |
| 3369 |
|
|
{ |
| 3370 |
|
✗ |
Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] }; |
| 3371 |
|
✗ |
Vector3 tangent = tan1[i]; |
| 3372 |
|
|
|
| 3373 |
|
|
// TODO: Review, not sure if tangent computation is right, just used reference proposed maths... |
| 3374 |
|
|
#if defined(COMPUTE_TANGENTS_METHOD_01) |
| 3375 |
|
|
Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent))); |
| 3376 |
|
|
tmp = Vector3Normalize(tmp); |
| 3377 |
|
|
mesh->tangents[i*4 + 0] = tmp.x; |
| 3378 |
|
|
mesh->tangents[i*4 + 1] = tmp.y; |
| 3379 |
|
|
mesh->tangents[i*4 + 2] = tmp.z; |
| 3380 |
|
|
mesh->tangents[i*4 + 3] = 1.0f; |
| 3381 |
|
|
#else |
| 3382 |
|
✗ |
Vector3OrthoNormalize(&normal, &tangent); |
| 3383 |
|
✗ |
mesh->tangents[i*4 + 0] = tangent.x; |
| 3384 |
|
✗ |
mesh->tangents[i*4 + 1] = tangent.y; |
| 3385 |
|
✗ |
mesh->tangents[i*4 + 2] = tangent.z; |
| 3386 |
|
✗ |
mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f)? -1.0f : 1.0f; |
| 3387 |
|
|
#endif |
| 3388 |
|
|
} |
| 3389 |
|
|
|
| 3390 |
|
✗ |
RL_FREE(tan1); |
| 3391 |
|
✗ |
RL_FREE(tan2); |
| 3392 |
|
|
|
| 3393 |
|
✗ |
if (mesh->vboId != NULL) |
| 3394 |
|
|
{ |
| 3395 |
|
✗ |
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) |
| 3396 |
|
|
{ |
| 3397 |
|
|
// Update existing vertex buffer |
| 3398 |
|
✗ |
rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); |
| 3399 |
|
|
} |
| 3400 |
|
|
else |
| 3401 |
|
|
{ |
| 3402 |
|
|
// Load a new tangent attributes buffer |
| 3403 |
|
✗ |
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false); |
| 3404 |
|
|
} |
| 3405 |
|
|
|
| 3406 |
|
✗ |
rlEnableVertexArray(mesh->vaoId); |
| 3407 |
|
✗ |
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); |
| 3408 |
|
✗ |
rlEnableVertexAttribute(4); |
| 3409 |
|
✗ |
rlDisableVertexArray(); |
| 3410 |
|
|
} |
| 3411 |
|
|
|
| 3412 |
|
✗ |
TRACELOG(LOG_INFO, "MESH: Tangents data computed and uploaded for provided mesh"); |
| 3413 |
|
|
} |
| 3414 |
|
|
|
| 3415 |
|
|
// Draw a model (with texture if set) |
| 3416 |
|
✗ |
void DrawModel(Model model, Vector3 position, float scale, Color tint) |
| 3417 |
|
|
{ |
| 3418 |
|
✗ |
Vector3 vScale = { scale, scale, scale }; |
| 3419 |
|
✗ |
Vector3 rotationAxis = { 0.0f, 1.0f, 0.0f }; |
| 3420 |
|
|
|
| 3421 |
|
✗ |
DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint); |
| 3422 |
|
|
} |
| 3423 |
|
|
|
| 3424 |
|
|
// Draw a model with extended parameters |
| 3425 |
|
✗ |
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) |
| 3426 |
|
|
{ |
| 3427 |
|
|
// Calculate transformation matrix from function parameters |
| 3428 |
|
|
// Get transform matrix (rotation -> scale -> translation) |
| 3429 |
|
✗ |
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); |
| 3430 |
|
✗ |
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); |
| 3431 |
|
✗ |
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); |
| 3432 |
|
|
|
| 3433 |
|
✗ |
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); |
| 3434 |
|
|
|
| 3435 |
|
|
// Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform) |
| 3436 |
|
✗ |
model.transform = MatrixMultiply(model.transform, matTransform); |
| 3437 |
|
|
|
| 3438 |
|
✗ |
for (int i = 0; i < model.meshCount; i++) |
| 3439 |
|
|
{ |
| 3440 |
|
✗ |
Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color; |
| 3441 |
|
|
|
| 3442 |
|
|
Color colorTint = WHITE; |
| 3443 |
|
✗ |
colorTint.r = (unsigned char)((((float)color.r/255.0f)*((float)tint.r/255.0f))*255.0f); |
| 3444 |
|
✗ |
colorTint.g = (unsigned char)((((float)color.g/255.0f)*((float)tint.g/255.0f))*255.0f); |
| 3445 |
|
✗ |
colorTint.b = (unsigned char)((((float)color.b/255.0f)*((float)tint.b/255.0f))*255.0f); |
| 3446 |
|
✗ |
colorTint.a = (unsigned char)((((float)color.a/255.0f)*((float)tint.a/255.0f))*255.0f); |
| 3447 |
|
|
|
| 3448 |
|
✗ |
model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint; |
| 3449 |
|
✗ |
DrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform); |
| 3450 |
|
✗ |
model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = color; |
| 3451 |
|
|
} |
| 3452 |
|
|
} |
| 3453 |
|
|
|
| 3454 |
|
|
// Draw a model wires (with texture if set) |
| 3455 |
|
✗ |
void DrawModelWires(Model model, Vector3 position, float scale, Color tint) |
| 3456 |
|
|
{ |
| 3457 |
|
✗ |
rlEnableWireMode(); |
| 3458 |
|
|
|
| 3459 |
|
✗ |
DrawModel(model, position, scale, tint); |
| 3460 |
|
|
|
| 3461 |
|
✗ |
rlDisableWireMode(); |
| 3462 |
|
|
} |
| 3463 |
|
|
|
| 3464 |
|
|
// Draw a model wires (with texture if set) with extended parameters |
| 3465 |
|
✗ |
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) |
| 3466 |
|
|
{ |
| 3467 |
|
✗ |
rlEnableWireMode(); |
| 3468 |
|
|
|
| 3469 |
|
✗ |
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint); |
| 3470 |
|
|
|
| 3471 |
|
✗ |
rlDisableWireMode(); |
| 3472 |
|
|
} |
| 3473 |
|
|
|
| 3474 |
|
|
// Draw a billboard |
| 3475 |
|
✗ |
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint) |
| 3476 |
|
|
{ |
| 3477 |
|
✗ |
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height }; |
| 3478 |
|
|
|
| 3479 |
|
✗ |
DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint); |
| 3480 |
|
|
} |
| 3481 |
|
|
|
| 3482 |
|
|
// Draw a billboard (part of a texture defined by a rectangle) |
| 3483 |
|
✗ |
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint) |
| 3484 |
|
|
{ |
| 3485 |
|
|
// NOTE: Billboard locked on axis-Y |
| 3486 |
|
✗ |
Vector3 up = { 0.0f, 1.0f, 0.0f }; |
| 3487 |
|
|
|
| 3488 |
|
✗ |
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint); |
| 3489 |
|
|
} |
| 3490 |
|
|
|
| 3491 |
|
✗ |
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) |
| 3492 |
|
|
{ |
| 3493 |
|
|
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width |
| 3494 |
|
✗ |
Vector2 sizeRatio = { size.x*fabsf((float)source.width/source.height), size.y }; |
| 3495 |
|
|
|
| 3496 |
|
✗ |
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
| 3497 |
|
|
|
| 3498 |
|
✗ |
Vector3 right = { matView.m0, matView.m4, matView.m8 }; |
| 3499 |
|
|
//Vector3 up = { matView.m1, matView.m5, matView.m9 }; |
| 3500 |
|
|
|
| 3501 |
|
✗ |
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2); |
| 3502 |
|
✗ |
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2); |
| 3503 |
|
|
|
| 3504 |
|
|
Vector3 p1 = Vector3Add(rightScaled, upScaled); |
| 3505 |
|
|
Vector3 p2 = Vector3Subtract(rightScaled, upScaled); |
| 3506 |
|
|
|
| 3507 |
|
|
Vector3 topLeft = Vector3Scale(p2, -1); |
| 3508 |
|
|
Vector3 topRight = p1; |
| 3509 |
|
|
Vector3 bottomRight = p2; |
| 3510 |
|
|
Vector3 bottomLeft = Vector3Scale(p1, -1); |
| 3511 |
|
|
|
| 3512 |
|
✗ |
if (rotation != 0.0f) |
| 3513 |
|
|
{ |
| 3514 |
|
✗ |
float sinRotation = sinf(rotation*DEG2RAD); |
| 3515 |
|
✗ |
float cosRotation = cosf(rotation*DEG2RAD); |
| 3516 |
|
|
|
| 3517 |
|
|
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture |
| 3518 |
|
✗ |
float rotateAboutX = sizeRatio.x*origin.x/2; |
| 3519 |
|
✗ |
float rotateAboutY = sizeRatio.y*origin.y/2; |
| 3520 |
|
|
|
| 3521 |
|
|
float xtvalue, ytvalue; |
| 3522 |
|
|
float rotatedX, rotatedY; |
| 3523 |
|
|
|
| 3524 |
|
✗ |
xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane |
| 3525 |
|
✗ |
ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY; |
| 3526 |
|
✗ |
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin |
| 3527 |
|
✗ |
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; |
| 3528 |
|
|
topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates |
| 3529 |
|
|
|
| 3530 |
|
✗ |
xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX; |
| 3531 |
|
✗ |
ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY; |
| 3532 |
|
✗ |
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; |
| 3533 |
|
✗ |
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; |
| 3534 |
|
|
topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); |
| 3535 |
|
|
|
| 3536 |
|
✗ |
xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX; |
| 3537 |
|
✗ |
ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY; |
| 3538 |
|
✗ |
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; |
| 3539 |
|
✗ |
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; |
| 3540 |
|
|
bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); |
| 3541 |
|
|
|
| 3542 |
|
✗ |
xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX; |
| 3543 |
|
✗ |
ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY; |
| 3544 |
|
✗ |
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; |
| 3545 |
|
✗ |
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; |
| 3546 |
|
|
bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); |
| 3547 |
|
|
} |
| 3548 |
|
|
|
| 3549 |
|
|
// Translate points to the draw center (position) |
| 3550 |
|
|
topLeft = Vector3Add(topLeft, position); |
| 3551 |
|
|
topRight = Vector3Add(topRight, position); |
| 3552 |
|
|
bottomRight = Vector3Add(bottomRight, position); |
| 3553 |
|
|
bottomLeft = Vector3Add(bottomLeft, position); |
| 3554 |
|
|
|
| 3555 |
|
✗ |
rlSetTexture(texture.id); |
| 3556 |
|
|
|
| 3557 |
|
✗ |
rlBegin(RL_QUADS); |
| 3558 |
|
✗ |
rlColor4ub(tint.r, tint.g, tint.b, tint.a); |
| 3559 |
|
|
|
| 3560 |
|
✗ |
if (sizeRatio.x * sizeRatio.y >= 0.0f) |
| 3561 |
|
|
{ |
| 3562 |
|
|
// Bottom-left corner for texture and quad |
| 3563 |
|
✗ |
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); |
| 3564 |
|
✗ |
rlVertex3f(topLeft.x, topLeft.y, topLeft.z); |
| 3565 |
|
|
|
| 3566 |
|
|
// Top-left corner for texture and quad |
| 3567 |
|
✗ |
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); |
| 3568 |
|
✗ |
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); |
| 3569 |
|
|
|
| 3570 |
|
|
// Top-right corner for texture and quad |
| 3571 |
|
✗ |
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); |
| 3572 |
|
✗ |
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); |
| 3573 |
|
|
|
| 3574 |
|
|
// Bottom-right corner for texture and quad |
| 3575 |
|
✗ |
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); |
| 3576 |
|
✗ |
rlVertex3f(topRight.x, topRight.y, topRight.z); |
| 3577 |
|
|
} |
| 3578 |
|
|
else |
| 3579 |
|
|
{ |
| 3580 |
|
|
// Reverse vertex order if the size has only one negative dimension |
| 3581 |
|
✗ |
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); |
| 3582 |
|
✗ |
rlVertex3f(topRight.x, topRight.y, topRight.z); |
| 3583 |
|
|
|
| 3584 |
|
✗ |
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); |
| 3585 |
|
✗ |
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); |
| 3586 |
|
|
|
| 3587 |
|
✗ |
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); |
| 3588 |
|
✗ |
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); |
| 3589 |
|
|
|
| 3590 |
|
✗ |
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); |
| 3591 |
|
✗ |
rlVertex3f(topLeft.x, topLeft.y, topLeft.z); |
| 3592 |
|
|
} |
| 3593 |
|
|
|
| 3594 |
|
✗ |
rlEnd(); |
| 3595 |
|
|
|
| 3596 |
|
✗ |
rlSetTexture(0); |
| 3597 |
|
|
} |
| 3598 |
|
|
|
| 3599 |
|
|
// Draw a bounding box with wires |
| 3600 |
|
✗ |
void DrawBoundingBox(BoundingBox box, Color color) |
| 3601 |
|
|
{ |
| 3602 |
|
|
Vector3 size = { 0 }; |
| 3603 |
|
|
|
| 3604 |
|
✗ |
size.x = fabsf(box.max.x - box.min.x); |
| 3605 |
|
✗ |
size.y = fabsf(box.max.y - box.min.y); |
| 3606 |
|
✗ |
size.z = fabsf(box.max.z - box.min.z); |
| 3607 |
|
|
|
| 3608 |
|
✗ |
Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f }; |
| 3609 |
|
|
|
| 3610 |
|
✗ |
DrawCubeWires(center, size.x, size.y, size.z, color); |
| 3611 |
|
|
} |
| 3612 |
|
|
|
| 3613 |
|
|
// Check collision between two spheres |
| 3614 |
|
✗ |
bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2) |
| 3615 |
|
|
{ |
| 3616 |
|
|
bool collision = false; |
| 3617 |
|
|
|
| 3618 |
|
|
// Simple way to check for collision, just checking distance between two points |
| 3619 |
|
|
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution |
| 3620 |
|
|
/* |
| 3621 |
|
|
float dx = center1.x - center2.x; // X distance between centers |
| 3622 |
|
|
float dy = center1.y - center2.y; // Y distance between centers |
| 3623 |
|
|
float dz = center1.z - center2.z; // Z distance between centers |
| 3624 |
|
|
|
| 3625 |
|
|
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers |
| 3626 |
|
|
|
| 3627 |
|
|
if (distance <= (radius1 + radius2)) collision = true; |
| 3628 |
|
|
*/ |
| 3629 |
|
|
|
| 3630 |
|
|
// Check for distances squared to avoid sqrtf() |
| 3631 |
|
✗ |
if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true; |
| 3632 |
|
|
|
| 3633 |
|
✗ |
return collision; |
| 3634 |
|
|
} |
| 3635 |
|
|
|
| 3636 |
|
|
// Check collision between two boxes |
| 3637 |
|
|
// NOTE: Boxes are defined by two points minimum and maximum |
| 3638 |
|
✗ |
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2) |
| 3639 |
|
|
{ |
| 3640 |
|
|
bool collision = true; |
| 3641 |
|
|
|
| 3642 |
|
✗ |
if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x)) |
| 3643 |
|
|
{ |
| 3644 |
|
✗ |
if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false; |
| 3645 |
|
✗ |
if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false; |
| 3646 |
|
|
} |
| 3647 |
|
|
else collision = false; |
| 3648 |
|
|
|
| 3649 |
|
✗ |
return collision; |
| 3650 |
|
|
} |
| 3651 |
|
|
|
| 3652 |
|
|
// Check collision between box and sphere |
| 3653 |
|
✗ |
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius) |
| 3654 |
|
|
{ |
| 3655 |
|
|
bool collision = false; |
| 3656 |
|
|
|
| 3657 |
|
|
float dmin = 0; |
| 3658 |
|
|
|
| 3659 |
|
✗ |
if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2); |
| 3660 |
|
✗ |
else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2); |
| 3661 |
|
|
|
| 3662 |
|
✗ |
if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2); |
| 3663 |
|
✗ |
else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2); |
| 3664 |
|
|
|
| 3665 |
|
✗ |
if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2); |
| 3666 |
|
✗ |
else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2); |
| 3667 |
|
|
|
| 3668 |
|
✗ |
if (dmin <= (radius*radius)) collision = true; |
| 3669 |
|
|
|
| 3670 |
|
✗ |
return collision; |
| 3671 |
|
|
} |
| 3672 |
|
|
|
| 3673 |
|
|
// Get collision info between ray and sphere |
| 3674 |
|
✗ |
RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius) |
| 3675 |
|
|
{ |
| 3676 |
|
✗ |
RayCollision collision = { 0 }; |
| 3677 |
|
|
|
| 3678 |
|
|
Vector3 raySpherePos = Vector3Subtract(center, ray.position); |
| 3679 |
|
|
float vector = Vector3DotProduct(raySpherePos, ray.direction); |
| 3680 |
|
|
float distance = Vector3Length(raySpherePos); |
| 3681 |
|
✗ |
float d = radius*radius - (distance*distance - vector*vector); |
| 3682 |
|
|
|
| 3683 |
|
✗ |
collision.hit = d >= 0.0f; |
| 3684 |
|
|
|
| 3685 |
|
|
// Check if ray origin is inside the sphere to calculate the correct collision point |
| 3686 |
|
✗ |
if (distance < radius) |
| 3687 |
|
|
{ |
| 3688 |
|
✗ |
collision.distance = vector + sqrtf(d); |
| 3689 |
|
|
|
| 3690 |
|
|
// Calculate collision point |
| 3691 |
|
|
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); |
| 3692 |
|
|
|
| 3693 |
|
|
// Calculate collision normal (pointing outwards) |
| 3694 |
|
✗ |
collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center))); |
| 3695 |
|
|
} |
| 3696 |
|
|
else |
| 3697 |
|
|
{ |
| 3698 |
|
✗ |
collision.distance = vector - sqrtf(d); |
| 3699 |
|
|
|
| 3700 |
|
|
// Calculate collision point |
| 3701 |
|
|
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); |
| 3702 |
|
|
|
| 3703 |
|
|
// Calculate collision normal (pointing inwards) |
| 3704 |
|
✗ |
collision.normal = Vector3Normalize(Vector3Subtract(collision.point, center)); |
| 3705 |
|
|
} |
| 3706 |
|
|
|
| 3707 |
|
✗ |
return collision; |
| 3708 |
|
|
} |
| 3709 |
|
|
|
| 3710 |
|
|
// Get collision info between ray and box |
| 3711 |
|
✗ |
RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) |
| 3712 |
|
|
{ |
| 3713 |
|
✗ |
RayCollision collision = { 0 }; |
| 3714 |
|
|
|
| 3715 |
|
|
// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed) |
| 3716 |
|
|
// Reversing ray.direction will give use the correct result. |
| 3717 |
|
✗ |
bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) && |
| 3718 |
|
✗ |
(ray.position.y > box.min.y) && (ray.position.y < box.max.y) && |
| 3719 |
|
✗ |
(ray.position.z > box.min.z) && (ray.position.z < box.max.z); |
| 3720 |
|
|
|
| 3721 |
|
✗ |
if (insideBox) ray.direction = Vector3Negate(ray.direction); |
| 3722 |
|
|
|
| 3723 |
|
|
float t[11] = { 0 }; |
| 3724 |
|
|
|
| 3725 |
|
✗ |
t[8] = 1.0f/ray.direction.x; |
| 3726 |
|
✗ |
t[9] = 1.0f/ray.direction.y; |
| 3727 |
|
✗ |
t[10] = 1.0f/ray.direction.z; |
| 3728 |
|
|
|
| 3729 |
|
✗ |
t[0] = (box.min.x - ray.position.x)*t[8]; |
| 3730 |
|
✗ |
t[1] = (box.max.x - ray.position.x)*t[8]; |
| 3731 |
|
✗ |
t[2] = (box.min.y - ray.position.y)*t[9]; |
| 3732 |
|
✗ |
t[3] = (box.max.y - ray.position.y)*t[9]; |
| 3733 |
|
✗ |
t[4] = (box.min.z - ray.position.z)*t[10]; |
| 3734 |
|
✗ |
t[5] = (box.max.z - ray.position.z)*t[10]; |
| 3735 |
|
✗ |
t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5])); |
| 3736 |
|
✗ |
t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5])); |
| 3737 |
|
|
|
| 3738 |
|
✗ |
collision.hit = !((t[7] < 0) || (t[6] > t[7])); |
| 3739 |
|
|
collision.distance = t[6]; |
| 3740 |
|
|
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); |
| 3741 |
|
|
|
| 3742 |
|
|
// Get box center point |
| 3743 |
|
|
collision.normal = Vector3Lerp(box.min, box.max, 0.5f); |
| 3744 |
|
|
// Get vector center point->hit point |
| 3745 |
|
|
collision.normal = Vector3Subtract(collision.point, collision.normal); |
| 3746 |
|
|
// Scale vector to unit cube |
| 3747 |
|
|
// NOTE: We use an additional .01 to fix numerical errors |
| 3748 |
|
|
collision.normal = Vector3Scale(collision.normal, 2.01f); |
| 3749 |
|
|
collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min)); |
| 3750 |
|
|
// The relevant elements of the vector are now slightly larger than 1.0f (or smaller than -1.0f) |
| 3751 |
|
|
// and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal! |
| 3752 |
|
✗ |
collision.normal.x = (float)((int)collision.normal.x); |
| 3753 |
|
✗ |
collision.normal.y = (float)((int)collision.normal.y); |
| 3754 |
|
✗ |
collision.normal.z = (float)((int)collision.normal.z); |
| 3755 |
|
|
|
| 3756 |
|
✗ |
collision.normal = Vector3Normalize(collision.normal); |
| 3757 |
|
|
|
| 3758 |
|
✗ |
if (insideBox) |
| 3759 |
|
|
{ |
| 3760 |
|
|
// Reset ray.direction |
| 3761 |
|
|
ray.direction = Vector3Negate(ray.direction); |
| 3762 |
|
|
// Fix result |
| 3763 |
|
✗ |
collision.distance *= -1.0f; |
| 3764 |
|
|
collision.normal = Vector3Negate(collision.normal); |
| 3765 |
|
|
} |
| 3766 |
|
|
|
| 3767 |
|
✗ |
return collision; |
| 3768 |
|
|
} |
| 3769 |
|
|
|
| 3770 |
|
|
// Get collision info between ray and mesh |
| 3771 |
|
✗ |
RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) |
| 3772 |
|
|
{ |
| 3773 |
|
|
RayCollision collision = { 0 }; |
| 3774 |
|
|
|
| 3775 |
|
|
// Check if mesh vertex data on CPU for testing |
| 3776 |
|
✗ |
if (mesh.vertices != NULL) |
| 3777 |
|
|
{ |
| 3778 |
|
✗ |
int triangleCount = mesh.triangleCount; |
| 3779 |
|
|
|
| 3780 |
|
|
// Test against all triangles in mesh |
| 3781 |
|
✗ |
for (int i = 0; i < triangleCount; i++) |
| 3782 |
|
|
{ |
| 3783 |
|
|
Vector3 a, b, c; |
| 3784 |
|
|
Vector3* vertdata = (Vector3*)mesh.vertices; |
| 3785 |
|
|
|
| 3786 |
|
✗ |
if (mesh.indices) |
| 3787 |
|
|
{ |
| 3788 |
|
✗ |
a = vertdata[mesh.indices[i*3 + 0]]; |
| 3789 |
|
✗ |
b = vertdata[mesh.indices[i*3 + 1]]; |
| 3790 |
|
✗ |
c = vertdata[mesh.indices[i*3 + 2]]; |
| 3791 |
|
|
} |
| 3792 |
|
|
else |
| 3793 |
|
|
{ |
| 3794 |
|
✗ |
a = vertdata[i*3 + 0]; |
| 3795 |
|
✗ |
b = vertdata[i*3 + 1]; |
| 3796 |
|
✗ |
c = vertdata[i*3 + 2]; |
| 3797 |
|
|
} |
| 3798 |
|
|
|
| 3799 |
|
|
a = Vector3Transform(a, transform); |
| 3800 |
|
|
b = Vector3Transform(b, transform); |
| 3801 |
|
|
c = Vector3Transform(c, transform); |
| 3802 |
|
|
|
| 3803 |
|
✗ |
RayCollision triHitInfo = GetRayCollisionTriangle(ray, a, b, c); |
| 3804 |
|
|
|
| 3805 |
|
✗ |
if (triHitInfo.hit) |
| 3806 |
|
|
{ |
| 3807 |
|
|
// Save the closest hit triangle |
| 3808 |
|
✗ |
if ((!collision.hit) || (collision.distance > triHitInfo.distance)) collision = triHitInfo; |
| 3809 |
|
|
} |
| 3810 |
|
|
} |
| 3811 |
|
|
} |
| 3812 |
|
|
|
| 3813 |
|
✗ |
return collision; |
| 3814 |
|
|
} |
| 3815 |
|
|
|
| 3816 |
|
|
// Get collision info between ray and triangle |
| 3817 |
|
|
// NOTE: The points are expected to be in counter-clockwise winding |
| 3818 |
|
|
// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm |
| 3819 |
|
✗ |
RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) |
| 3820 |
|
|
{ |
| 3821 |
|
|
#define EPSILON 0.000001f // A small number |
| 3822 |
|
|
|
| 3823 |
|
✗ |
RayCollision collision = { 0 }; |
| 3824 |
|
|
Vector3 edge1 = { 0 }; |
| 3825 |
|
|
Vector3 edge2 = { 0 }; |
| 3826 |
|
|
Vector3 p, q, tv; |
| 3827 |
|
|
float det, invDet, u, v, t; |
| 3828 |
|
|
|
| 3829 |
|
|
// Find vectors for two edges sharing V1 |
| 3830 |
|
|
edge1 = Vector3Subtract(p2, p1); |
| 3831 |
|
|
edge2 = Vector3Subtract(p3, p1); |
| 3832 |
|
|
|
| 3833 |
|
|
// Begin calculating determinant - also used to calculate u parameter |
| 3834 |
|
|
p = Vector3CrossProduct(ray.direction, edge2); |
| 3835 |
|
|
|
| 3836 |
|
|
// If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle |
| 3837 |
|
|
det = Vector3DotProduct(edge1, p); |
| 3838 |
|
|
|
| 3839 |
|
|
// Avoid culling! |
| 3840 |
|
✗ |
if ((det > -EPSILON) && (det < EPSILON)) return collision; |
| 3841 |
|
|
|
| 3842 |
|
✗ |
invDet = 1.0f/det; |
| 3843 |
|
|
|
| 3844 |
|
|
// Calculate distance from V1 to ray origin |
| 3845 |
|
|
tv = Vector3Subtract(ray.position, p1); |
| 3846 |
|
|
|
| 3847 |
|
|
// Calculate u parameter and test bound |
| 3848 |
|
✗ |
u = Vector3DotProduct(tv, p)*invDet; |
| 3849 |
|
|
|
| 3850 |
|
|
// The intersection lies outside the triangle |
| 3851 |
|
✗ |
if ((u < 0.0f) || (u > 1.0f)) return collision; |
| 3852 |
|
|
|
| 3853 |
|
|
// Prepare to test v parameter |
| 3854 |
|
|
q = Vector3CrossProduct(tv, edge1); |
| 3855 |
|
|
|
| 3856 |
|
|
// Calculate V parameter and test bound |
| 3857 |
|
✗ |
v = Vector3DotProduct(ray.direction, q)*invDet; |
| 3858 |
|
|
|
| 3859 |
|
|
// The intersection lies outside the triangle |
| 3860 |
|
✗ |
if ((v < 0.0f) || ((u + v) > 1.0f)) return collision; |
| 3861 |
|
|
|
| 3862 |
|
✗ |
t = Vector3DotProduct(edge2, q)*invDet; |
| 3863 |
|
|
|
| 3864 |
|
✗ |
if (t > EPSILON) |
| 3865 |
|
|
{ |
| 3866 |
|
|
// Ray hit, get hit point and normal |
| 3867 |
|
|
collision.hit = true; |
| 3868 |
|
|
collision.distance = t; |
| 3869 |
|
✗ |
collision.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2)); |
| 3870 |
|
|
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, t)); |
| 3871 |
|
|
} |
| 3872 |
|
|
|
| 3873 |
|
✗ |
return collision; |
| 3874 |
|
|
} |
| 3875 |
|
|
|
| 3876 |
|
|
// Get collision info between ray and quad |
| 3877 |
|
|
// NOTE: The points are expected to be in counter-clockwise winding |
| 3878 |
|
✗ |
RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) |
| 3879 |
|
|
{ |
| 3880 |
|
|
RayCollision collision = { 0 }; |
| 3881 |
|
|
|
| 3882 |
|
✗ |
collision = GetRayCollisionTriangle(ray, p1, p2, p4); |
| 3883 |
|
|
|
| 3884 |
|
✗ |
if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4); |
| 3885 |
|
|
|
| 3886 |
|
✗ |
return collision; |
| 3887 |
|
|
} |
| 3888 |
|
|
|
| 3889 |
|
|
//---------------------------------------------------------------------------------- |
| 3890 |
|
|
// Module specific Functions Definition |
| 3891 |
|
|
//---------------------------------------------------------------------------------- |
| 3892 |
|
|
#if defined(SUPPORT_FILEFORMAT_IQM) || defined(SUPPORT_FILEFORMAT_GLTF) |
| 3893 |
|
|
// Build pose from parent joints |
| 3894 |
|
|
// NOTE: Required for animations loading (required by IQM and GLTF) |
| 3895 |
|
✗ |
static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms) |
| 3896 |
|
|
{ |
| 3897 |
|
✗ |
for (int i = 0; i < boneCount; i++) |
| 3898 |
|
|
{ |
| 3899 |
|
✗ |
if (bones[i].parent >= 0) |
| 3900 |
|
|
{ |
| 3901 |
|
✗ |
if (bones[i].parent > i) |
| 3902 |
|
|
{ |
| 3903 |
|
✗ |
TRACELOG(LOG_WARNING, "Assumes bones are toplogically sorted, but bone %d has parent %d. Skipping.", i, bones[i].parent); |
| 3904 |
|
✗ |
continue; |
| 3905 |
|
|
} |
| 3906 |
|
✗ |
transforms[i].rotation = QuaternionMultiply(transforms[bones[i].parent].rotation, transforms[i].rotation); |
| 3907 |
|
✗ |
transforms[i].translation = Vector3RotateByQuaternion(transforms[i].translation, transforms[bones[i].parent].rotation); |
| 3908 |
|
✗ |
transforms[i].translation = Vector3Add(transforms[i].translation, transforms[bones[i].parent].translation); |
| 3909 |
|
✗ |
transforms[i].scale = Vector3Multiply(transforms[i].scale, transforms[bones[i].parent].scale); |
| 3910 |
|
|
} |
| 3911 |
|
|
} |
| 3912 |
|
|
} |
| 3913 |
|
|
#endif |
| 3914 |
|
|
|
| 3915 |
|
|
#if defined(SUPPORT_FILEFORMAT_OBJ) |
| 3916 |
|
|
// Load OBJ mesh data |
| 3917 |
|
|
// |
| 3918 |
|
|
// Keep the following information in mind when reading this |
| 3919 |
|
|
// - A mesh is created for every material present in the obj file |
| 3920 |
|
|
// - the model.meshCount is therefore the materialCount returned from tinyobj |
| 3921 |
|
|
// - the mesh is automatically triangulated by tinyobj |
| 3922 |
|
✗ |
static Model LoadOBJ(const char *fileName) |
| 3923 |
|
|
{ |
| 3924 |
|
|
Model model = { 0 }; |
| 3925 |
|
|
|
| 3926 |
|
✗ |
tinyobj_attrib_t attrib = { 0 }; |
| 3927 |
|
✗ |
tinyobj_shape_t *meshes = NULL; |
| 3928 |
|
✗ |
unsigned int meshCount = 0; |
| 3929 |
|
|
|
| 3930 |
|
✗ |
tinyobj_material_t *materials = NULL; |
| 3931 |
|
✗ |
unsigned int materialCount = 0; |
| 3932 |
|
|
|
| 3933 |
|
✗ |
char *fileText = LoadFileText(fileName); |
| 3934 |
|
|
|
| 3935 |
|
✗ |
if (fileText != NULL) |
| 3936 |
|
|
{ |
| 3937 |
|
✗ |
unsigned int dataSize = (unsigned int)strlen(fileText); |
| 3938 |
|
✗ |
char currentDir[1024] = { 0 }; |
| 3939 |
|
✗ |
strcpy(currentDir, GetWorkingDirectory()); |
| 3940 |
|
✗ |
const char *workingDir = GetDirectoryPath(fileName); |
| 3941 |
|
✗ |
if (CHDIR(workingDir) != 0) |
| 3942 |
|
|
{ |
| 3943 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir); |
| 3944 |
|
|
} |
| 3945 |
|
|
|
| 3946 |
|
|
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE; |
| 3947 |
|
✗ |
int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags); |
| 3948 |
|
|
|
| 3949 |
|
✗ |
if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName); |
| 3950 |
|
✗ |
else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount); |
| 3951 |
|
|
|
| 3952 |
|
✗ |
model.meshCount = materialCount; |
| 3953 |
|
|
|
| 3954 |
|
|
// Init model materials array |
| 3955 |
|
✗ |
if (materialCount > 0) |
| 3956 |
|
|
{ |
| 3957 |
|
|
model.materialCount = materialCount; |
| 3958 |
|
✗ |
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); |
| 3959 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: model has %i material meshes", materialCount); |
| 3960 |
|
|
} |
| 3961 |
|
|
else |
| 3962 |
|
|
{ |
| 3963 |
|
|
model.meshCount = 1; |
| 3964 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: No materials, putting all meshes in a default material"); |
| 3965 |
|
|
} |
| 3966 |
|
|
|
| 3967 |
|
✗ |
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); |
| 3968 |
|
✗ |
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
| 3969 |
|
|
|
| 3970 |
|
|
// Count the faces for each material |
| 3971 |
|
✗ |
int *matFaces = RL_CALLOC(model.meshCount, sizeof(int)); |
| 3972 |
|
|
|
| 3973 |
|
|
// if no materials are present use all faces on one mesh |
| 3974 |
|
✗ |
if (materialCount > 0) |
| 3975 |
|
|
{ |
| 3976 |
|
✗ |
for (unsigned int fi = 0; fi < attrib.num_faces; fi++) |
| 3977 |
|
|
{ |
| 3978 |
|
|
//tinyobj_vertex_index_t face = attrib.faces[fi]; |
| 3979 |
|
✗ |
int idx = attrib.material_ids[fi]; |
| 3980 |
|
✗ |
matFaces[idx]++; |
| 3981 |
|
|
} |
| 3982 |
|
|
|
| 3983 |
|
|
} |
| 3984 |
|
|
else |
| 3985 |
|
|
{ |
| 3986 |
|
✗ |
matFaces[0] = attrib.num_faces; |
| 3987 |
|
|
} |
| 3988 |
|
|
|
| 3989 |
|
|
//-------------------------------------- |
| 3990 |
|
|
// Create the material meshes |
| 3991 |
|
|
|
| 3992 |
|
|
// Running counts/indexes for each material mesh as we are |
| 3993 |
|
|
// building them at the same time |
| 3994 |
|
✗ |
int *vCount = RL_CALLOC(model.meshCount, sizeof(int)); |
| 3995 |
|
✗ |
int *vtCount = RL_CALLOC(model.meshCount, sizeof(int)); |
| 3996 |
|
✗ |
int *vnCount = RL_CALLOC(model.meshCount, sizeof(int)); |
| 3997 |
|
|
int *faceCount = RL_CALLOC(model.meshCount, sizeof(int)); |
| 3998 |
|
|
|
| 3999 |
|
|
// Allocate space for each of the material meshes |
| 4000 |
|
✗ |
for (int mi = 0; mi < model.meshCount; mi++) |
| 4001 |
|
|
{ |
| 4002 |
|
✗ |
model.meshes[mi].vertexCount = matFaces[mi]*3; |
| 4003 |
|
✗ |
model.meshes[mi].triangleCount = matFaces[mi]; |
| 4004 |
|
✗ |
model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float)); |
| 4005 |
|
✗ |
model.meshes[mi].texcoords = (float *)RL_CALLOC(model.meshes[mi].vertexCount*2, sizeof(float)); |
| 4006 |
|
✗ |
model.meshes[mi].normals = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float)); |
| 4007 |
|
✗ |
model.meshMaterial[mi] = mi; |
| 4008 |
|
|
} |
| 4009 |
|
|
|
| 4010 |
|
|
// Scan through the combined sub meshes and pick out each material mesh |
| 4011 |
|
✗ |
for (unsigned int af = 0; af < attrib.num_faces; af++) |
| 4012 |
|
|
{ |
| 4013 |
|
✗ |
int mm = attrib.material_ids[af]; // mesh material for this face |
| 4014 |
|
✗ |
if (mm == -1) { mm = 0; } // no material object.. |
| 4015 |
|
|
|
| 4016 |
|
|
// Get indices for the face |
| 4017 |
|
✗ |
tinyobj_vertex_index_t idx0 = attrib.faces[3*af + 0]; |
| 4018 |
|
✗ |
tinyobj_vertex_index_t idx1 = attrib.faces[3*af + 1]; |
| 4019 |
|
✗ |
tinyobj_vertex_index_t idx2 = attrib.faces[3*af + 2]; |
| 4020 |
|
|
|
| 4021 |
|
|
// Fill vertices buffer (float) using vertex index of the face |
| 4022 |
|
✗ |
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3; |
| 4023 |
|
✗ |
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount[mm] +=3; |
| 4024 |
|
✗ |
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount[mm] +=3; |
| 4025 |
|
|
|
| 4026 |
|
✗ |
if (attrib.num_texcoords > 0) |
| 4027 |
|
|
{ |
| 4028 |
|
|
// Fill texcoords buffer (float) using vertex index of the face |
| 4029 |
|
|
// NOTE: Y-coordinate must be flipped upside-down to account for |
| 4030 |
|
|
// raylib's upside down textures... |
| 4031 |
|
✗ |
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx0.vt_idx*2 + 0]; |
| 4032 |
|
✗ |
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount[mm] += 2; |
| 4033 |
|
✗ |
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx1.vt_idx*2 + 0]; |
| 4034 |
|
✗ |
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount[mm] += 2; |
| 4035 |
|
✗ |
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx2.vt_idx*2 + 0]; |
| 4036 |
|
✗ |
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount[mm] += 2; |
| 4037 |
|
|
} |
| 4038 |
|
|
|
| 4039 |
|
✗ |
if (attrib.num_normals > 0) |
| 4040 |
|
|
{ |
| 4041 |
|
|
// Fill normals buffer (float) using vertex index of the face |
| 4042 |
|
✗ |
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount[mm] +=3; |
| 4043 |
|
✗ |
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount[mm] +=3; |
| 4044 |
|
✗ |
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount[mm] +=3; |
| 4045 |
|
|
} |
| 4046 |
|
|
} |
| 4047 |
|
|
|
| 4048 |
|
|
// Init model materials |
| 4049 |
|
✗ |
ProcessMaterialsOBJ(model.materials, materials, materialCount); |
| 4050 |
|
|
|
| 4051 |
|
✗ |
tinyobj_attrib_free(&attrib); |
| 4052 |
|
✗ |
tinyobj_shapes_free(meshes, meshCount); |
| 4053 |
|
✗ |
tinyobj_materials_free(materials, materialCount); |
| 4054 |
|
|
|
| 4055 |
|
✗ |
UnloadFileText(fileText); |
| 4056 |
|
|
|
| 4057 |
|
✗ |
RL_FREE(matFaces); |
| 4058 |
|
✗ |
RL_FREE(vCount); |
| 4059 |
|
✗ |
RL_FREE(vtCount); |
| 4060 |
|
✗ |
RL_FREE(vnCount); |
| 4061 |
|
|
RL_FREE(faceCount); |
| 4062 |
|
|
|
| 4063 |
|
✗ |
if (CHDIR(currentDir) != 0) |
| 4064 |
|
|
{ |
| 4065 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir); |
| 4066 |
|
|
} |
| 4067 |
|
|
} |
| 4068 |
|
|
|
| 4069 |
|
✗ |
return model; |
| 4070 |
|
|
} |
| 4071 |
|
|
#endif |
| 4072 |
|
|
|
| 4073 |
|
|
#if defined(SUPPORT_FILEFORMAT_IQM) |
| 4074 |
|
|
// Load IQM mesh data |
| 4075 |
|
✗ |
static Model LoadIQM(const char *fileName) |
| 4076 |
|
|
{ |
| 4077 |
|
|
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number |
| 4078 |
|
|
#define IQM_VERSION 2 // only IQM version 2 supported |
| 4079 |
|
|
|
| 4080 |
|
|
#define BONE_NAME_LENGTH 32 // BoneInfo name string length |
| 4081 |
|
|
#define MESH_NAME_LENGTH 32 // Mesh name string length |
| 4082 |
|
|
#define MATERIAL_NAME_LENGTH 32 // Material name string length |
| 4083 |
|
|
|
| 4084 |
|
✗ |
unsigned int fileSize = 0; |
| 4085 |
|
✗ |
unsigned char *fileData = LoadFileData(fileName, &fileSize); |
| 4086 |
|
|
unsigned char *fileDataPtr = fileData; |
| 4087 |
|
|
|
| 4088 |
|
|
// IQM file structs |
| 4089 |
|
|
//----------------------------------------------------------------------------------- |
| 4090 |
|
|
typedef struct IQMHeader { |
| 4091 |
|
|
char magic[16]; |
| 4092 |
|
|
unsigned int version; |
| 4093 |
|
|
unsigned int filesize; |
| 4094 |
|
|
unsigned int flags; |
| 4095 |
|
|
unsigned int num_text, ofs_text; |
| 4096 |
|
|
unsigned int num_meshes, ofs_meshes; |
| 4097 |
|
|
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays; |
| 4098 |
|
|
unsigned int num_triangles, ofs_triangles, ofs_adjacency; |
| 4099 |
|
|
unsigned int num_joints, ofs_joints; |
| 4100 |
|
|
unsigned int num_poses, ofs_poses; |
| 4101 |
|
|
unsigned int num_anims, ofs_anims; |
| 4102 |
|
|
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds; |
| 4103 |
|
|
unsigned int num_comment, ofs_comment; |
| 4104 |
|
|
unsigned int num_extensions, ofs_extensions; |
| 4105 |
|
|
} IQMHeader; |
| 4106 |
|
|
|
| 4107 |
|
|
typedef struct IQMMesh { |
| 4108 |
|
|
unsigned int name; |
| 4109 |
|
|
unsigned int material; |
| 4110 |
|
|
unsigned int first_vertex, num_vertexes; |
| 4111 |
|
|
unsigned int first_triangle, num_triangles; |
| 4112 |
|
|
} IQMMesh; |
| 4113 |
|
|
|
| 4114 |
|
|
typedef struct IQMTriangle { |
| 4115 |
|
|
unsigned int vertex[3]; |
| 4116 |
|
|
} IQMTriangle; |
| 4117 |
|
|
|
| 4118 |
|
|
typedef struct IQMJoint { |
| 4119 |
|
|
unsigned int name; |
| 4120 |
|
|
int parent; |
| 4121 |
|
|
float translate[3], rotate[4], scale[3]; |
| 4122 |
|
|
} IQMJoint; |
| 4123 |
|
|
|
| 4124 |
|
|
typedef struct IQMVertexArray { |
| 4125 |
|
|
unsigned int type; |
| 4126 |
|
|
unsigned int flags; |
| 4127 |
|
|
unsigned int format; |
| 4128 |
|
|
unsigned int size; |
| 4129 |
|
|
unsigned int offset; |
| 4130 |
|
|
} IQMVertexArray; |
| 4131 |
|
|
|
| 4132 |
|
|
// NOTE: Below IQM structures are not used but listed for reference |
| 4133 |
|
|
/* |
| 4134 |
|
|
typedef struct IQMAdjacency { |
| 4135 |
|
|
unsigned int triangle[3]; |
| 4136 |
|
|
} IQMAdjacency; |
| 4137 |
|
|
|
| 4138 |
|
|
typedef struct IQMPose { |
| 4139 |
|
|
int parent; |
| 4140 |
|
|
unsigned int mask; |
| 4141 |
|
|
float channeloffset[10]; |
| 4142 |
|
|
float channelscale[10]; |
| 4143 |
|
|
} IQMPose; |
| 4144 |
|
|
|
| 4145 |
|
|
typedef struct IQMAnim { |
| 4146 |
|
|
unsigned int name; |
| 4147 |
|
|
unsigned int first_frame, num_frames; |
| 4148 |
|
|
float framerate; |
| 4149 |
|
|
unsigned int flags; |
| 4150 |
|
|
} IQMAnim; |
| 4151 |
|
|
|
| 4152 |
|
|
typedef struct IQMBounds { |
| 4153 |
|
|
float bbmin[3], bbmax[3]; |
| 4154 |
|
|
float xyradius, radius; |
| 4155 |
|
|
} IQMBounds; |
| 4156 |
|
|
*/ |
| 4157 |
|
|
//----------------------------------------------------------------------------------- |
| 4158 |
|
|
|
| 4159 |
|
|
// IQM vertex data types |
| 4160 |
|
|
enum { |
| 4161 |
|
|
IQM_POSITION = 0, |
| 4162 |
|
|
IQM_TEXCOORD = 1, |
| 4163 |
|
|
IQM_NORMAL = 2, |
| 4164 |
|
|
IQM_TANGENT = 3, // NOTE: Tangents unused by default |
| 4165 |
|
|
IQM_BLENDINDEXES = 4, |
| 4166 |
|
|
IQM_BLENDWEIGHTS = 5, |
| 4167 |
|
|
IQM_COLOR = 6, |
| 4168 |
|
|
IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default |
| 4169 |
|
|
}; |
| 4170 |
|
|
|
| 4171 |
|
|
Model model = { 0 }; |
| 4172 |
|
|
|
| 4173 |
|
|
IQMMesh *imesh = NULL; |
| 4174 |
|
|
IQMTriangle *tri = NULL; |
| 4175 |
|
|
IQMVertexArray *va = NULL; |
| 4176 |
|
|
IQMJoint *ijoint = NULL; |
| 4177 |
|
|
|
| 4178 |
|
|
float *vertex = NULL; |
| 4179 |
|
|
float *normal = NULL; |
| 4180 |
|
|
float *text = NULL; |
| 4181 |
|
|
char *blendi = NULL; |
| 4182 |
|
|
unsigned char *blendw = NULL; |
| 4183 |
|
|
unsigned char *color = NULL; |
| 4184 |
|
|
|
| 4185 |
|
|
// In case file can not be read, return an empty model |
| 4186 |
|
✗ |
if (fileDataPtr == NULL) return model; |
| 4187 |
|
|
|
| 4188 |
|
|
// Read IQM header |
| 4189 |
|
|
IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr; |
| 4190 |
|
|
|
| 4191 |
|
✗ |
if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0) |
| 4192 |
|
|
{ |
| 4193 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); |
| 4194 |
|
✗ |
return model; |
| 4195 |
|
|
} |
| 4196 |
|
|
|
| 4197 |
|
✗ |
if (iqmHeader->version != IQM_VERSION) |
| 4198 |
|
|
{ |
| 4199 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version); |
| 4200 |
|
✗ |
return model; |
| 4201 |
|
|
} |
| 4202 |
|
|
|
| 4203 |
|
|
//fileDataPtr += sizeof(IQMHeader); // Move file data pointer |
| 4204 |
|
|
|
| 4205 |
|
|
// Meshes data processing |
| 4206 |
|
✗ |
imesh = RL_MALLOC(iqmHeader->num_meshes*sizeof(IQMMesh)); |
| 4207 |
|
|
//fseek(iqmFile, iqmHeader->ofs_meshes, SEEK_SET); |
| 4208 |
|
|
//fread(imesh, sizeof(IQMMesh)*iqmHeader->num_meshes, 1, iqmFile); |
| 4209 |
|
✗ |
memcpy(imesh, fileDataPtr + iqmHeader->ofs_meshes, iqmHeader->num_meshes*sizeof(IQMMesh)); |
| 4210 |
|
|
|
| 4211 |
|
✗ |
model.meshCount = iqmHeader->num_meshes; |
| 4212 |
|
✗ |
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh)); |
| 4213 |
|
|
|
| 4214 |
|
|
model.materialCount = model.meshCount; |
| 4215 |
|
✗ |
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); |
| 4216 |
|
✗ |
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
| 4217 |
|
|
|
| 4218 |
|
✗ |
char name[MESH_NAME_LENGTH] = { 0 }; |
| 4219 |
|
✗ |
char material[MATERIAL_NAME_LENGTH] = { 0 }; |
| 4220 |
|
|
|
| 4221 |
|
✗ |
for (int i = 0; i < model.meshCount; i++) |
| 4222 |
|
|
{ |
| 4223 |
|
|
//fseek(iqmFile, iqmHeader->ofs_text + imesh[i].name, SEEK_SET); |
| 4224 |
|
|
//fread(name, sizeof(char), MESH_NAME_LENGTH, iqmFile); |
| 4225 |
|
✗ |
memcpy(name, fileDataPtr + iqmHeader->ofs_text + imesh[i].name, MESH_NAME_LENGTH*sizeof(char)); |
| 4226 |
|
|
|
| 4227 |
|
|
//fseek(iqmFile, iqmHeader->ofs_text + imesh[i].material, SEEK_SET); |
| 4228 |
|
|
//fread(material, sizeof(char), MATERIAL_NAME_LENGTH, iqmFile); |
| 4229 |
|
✗ |
memcpy(material, fileDataPtr + iqmHeader->ofs_text + imesh[i].material, MATERIAL_NAME_LENGTH*sizeof(char)); |
| 4230 |
|
|
|
| 4231 |
|
✗ |
model.materials[i] = LoadMaterialDefault(); |
| 4232 |
|
|
|
| 4233 |
|
✗ |
TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material); |
| 4234 |
|
|
|
| 4235 |
|
✗ |
model.meshes[i].vertexCount = imesh[i].num_vertexes; |
| 4236 |
|
|
|
| 4237 |
|
✗ |
model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions |
| 4238 |
|
✗ |
model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals |
| 4239 |
|
✗ |
model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords |
| 4240 |
|
|
|
| 4241 |
|
✗ |
model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(unsigned char)); // Up-to 4 bones supported! |
| 4242 |
|
✗ |
model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported! |
| 4243 |
|
|
|
| 4244 |
|
✗ |
model.meshes[i].triangleCount = imesh[i].num_triangles; |
| 4245 |
|
✗ |
model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short)); |
| 4246 |
|
|
|
| 4247 |
|
|
// Animated vertex data, what we actually process for rendering |
| 4248 |
|
|
// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning) |
| 4249 |
|
✗ |
model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); |
| 4250 |
|
✗ |
model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); |
| 4251 |
|
|
} |
| 4252 |
|
|
|
| 4253 |
|
|
// Triangles data processing |
| 4254 |
|
✗ |
tri = RL_MALLOC(iqmHeader->num_triangles*sizeof(IQMTriangle)); |
| 4255 |
|
|
//fseek(iqmFile, iqmHeader->ofs_triangles, SEEK_SET); |
| 4256 |
|
|
//fread(tri, sizeof(IQMTriangle), iqmHeader->num_triangles, iqmFile); |
| 4257 |
|
✗ |
memcpy(tri, fileDataPtr + iqmHeader->ofs_triangles, iqmHeader->num_triangles*sizeof(IQMTriangle)); |
| 4258 |
|
|
|
| 4259 |
|
✗ |
for (int m = 0; m < model.meshCount; m++) |
| 4260 |
|
|
{ |
| 4261 |
|
|
int tcounter = 0; |
| 4262 |
|
|
|
| 4263 |
|
✗ |
for (unsigned int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++) |
| 4264 |
|
|
{ |
| 4265 |
|
|
// IQM triangles indexes are stored in counter-clockwise, but raylib processes the index in linear order, |
| 4266 |
|
|
// expecting they point to the counter-clockwise vertex triangle, so we need to reverse triangle indexes |
| 4267 |
|
|
// NOTE: raylib renders vertex data in counter-clockwise order (standard convention) by default |
| 4268 |
|
✗ |
model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex; |
| 4269 |
|
✗ |
model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex; |
| 4270 |
|
✗ |
model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex; |
| 4271 |
|
✗ |
tcounter += 3; |
| 4272 |
|
|
} |
| 4273 |
|
|
} |
| 4274 |
|
|
|
| 4275 |
|
|
// Vertex arrays data processing |
| 4276 |
|
✗ |
va = RL_MALLOC(iqmHeader->num_vertexarrays*sizeof(IQMVertexArray)); |
| 4277 |
|
|
//fseek(iqmFile, iqmHeader->ofs_vertexarrays, SEEK_SET); |
| 4278 |
|
|
//fread(va, sizeof(IQMVertexArray), iqmHeader->num_vertexarrays, iqmFile); |
| 4279 |
|
✗ |
memcpy(va, fileDataPtr + iqmHeader->ofs_vertexarrays, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray)); |
| 4280 |
|
|
|
| 4281 |
|
✗ |
for (unsigned int i = 0; i < iqmHeader->num_vertexarrays; i++) |
| 4282 |
|
|
{ |
| 4283 |
|
✗ |
switch (va[i].type) |
| 4284 |
|
|
{ |
| 4285 |
|
✗ |
case IQM_POSITION: |
| 4286 |
|
|
{ |
| 4287 |
|
✗ |
vertex = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float)); |
| 4288 |
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET); |
| 4289 |
|
|
//fread(vertex, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile); |
| 4290 |
|
✗ |
memcpy(vertex, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float)); |
| 4291 |
|
|
|
| 4292 |
|
✗ |
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) |
| 4293 |
|
|
{ |
| 4294 |
|
|
int vCounter = 0; |
| 4295 |
|
✗ |
for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) |
| 4296 |
|
|
{ |
| 4297 |
|
✗ |
model.meshes[m].vertices[vCounter] = vertex[i]; |
| 4298 |
|
✗ |
model.meshes[m].animVertices[vCounter] = vertex[i]; |
| 4299 |
|
✗ |
vCounter++; |
| 4300 |
|
|
} |
| 4301 |
|
|
} |
| 4302 |
|
|
} break; |
| 4303 |
|
✗ |
case IQM_NORMAL: |
| 4304 |
|
|
{ |
| 4305 |
|
✗ |
normal = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float)); |
| 4306 |
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET); |
| 4307 |
|
|
//fread(normal, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile); |
| 4308 |
|
✗ |
memcpy(normal, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float)); |
| 4309 |
|
|
|
| 4310 |
|
✗ |
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) |
| 4311 |
|
|
{ |
| 4312 |
|
|
int vCounter = 0; |
| 4313 |
|
✗ |
for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) |
| 4314 |
|
|
{ |
| 4315 |
|
✗ |
model.meshes[m].normals[vCounter] = normal[i]; |
| 4316 |
|
✗ |
model.meshes[m].animNormals[vCounter] = normal[i]; |
| 4317 |
|
✗ |
vCounter++; |
| 4318 |
|
|
} |
| 4319 |
|
|
} |
| 4320 |
|
|
} break; |
| 4321 |
|
✗ |
case IQM_TEXCOORD: |
| 4322 |
|
|
{ |
| 4323 |
|
✗ |
text = RL_MALLOC(iqmHeader->num_vertexes*2*sizeof(float)); |
| 4324 |
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET); |
| 4325 |
|
|
//fread(text, iqmHeader->num_vertexes*2*sizeof(float), 1, iqmFile); |
| 4326 |
|
✗ |
memcpy(text, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*2*sizeof(float)); |
| 4327 |
|
|
|
| 4328 |
|
✗ |
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) |
| 4329 |
|
|
{ |
| 4330 |
|
|
int vCounter = 0; |
| 4331 |
|
✗ |
for (unsigned int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++) |
| 4332 |
|
|
{ |
| 4333 |
|
✗ |
model.meshes[m].texcoords[vCounter] = text[i]; |
| 4334 |
|
✗ |
vCounter++; |
| 4335 |
|
|
} |
| 4336 |
|
|
} |
| 4337 |
|
|
} break; |
| 4338 |
|
✗ |
case IQM_BLENDINDEXES: |
| 4339 |
|
|
{ |
| 4340 |
|
✗ |
blendi = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(char)); |
| 4341 |
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET); |
| 4342 |
|
|
//fread(blendi, iqmHeader->num_vertexes*4*sizeof(char), 1, iqmFile); |
| 4343 |
|
✗ |
memcpy(blendi, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(char)); |
| 4344 |
|
|
|
| 4345 |
|
✗ |
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) |
| 4346 |
|
|
{ |
| 4347 |
|
|
int boneCounter = 0; |
| 4348 |
|
✗ |
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) |
| 4349 |
|
|
{ |
| 4350 |
|
✗ |
model.meshes[m].boneIds[boneCounter] = blendi[i]; |
| 4351 |
|
✗ |
boneCounter++; |
| 4352 |
|
|
} |
| 4353 |
|
|
} |
| 4354 |
|
|
} break; |
| 4355 |
|
✗ |
case IQM_BLENDWEIGHTS: |
| 4356 |
|
|
{ |
| 4357 |
|
✗ |
blendw = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char)); |
| 4358 |
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET); |
| 4359 |
|
|
//fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile); |
| 4360 |
|
✗ |
memcpy(blendw, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char)); |
| 4361 |
|
|
|
| 4362 |
|
✗ |
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) |
| 4363 |
|
|
{ |
| 4364 |
|
|
int boneCounter = 0; |
| 4365 |
|
✗ |
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) |
| 4366 |
|
|
{ |
| 4367 |
|
✗ |
model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f; |
| 4368 |
|
✗ |
boneCounter++; |
| 4369 |
|
|
} |
| 4370 |
|
|
} |
| 4371 |
|
|
} break; |
| 4372 |
|
✗ |
case IQM_COLOR: |
| 4373 |
|
|
{ |
| 4374 |
|
✗ |
color = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char)); |
| 4375 |
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET); |
| 4376 |
|
|
//fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile); |
| 4377 |
|
✗ |
memcpy(color, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char)); |
| 4378 |
|
|
|
| 4379 |
|
✗ |
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) |
| 4380 |
|
|
{ |
| 4381 |
|
✗ |
model.meshes[m].colors = RL_CALLOC(model.meshes[m].vertexCount*4, sizeof(unsigned char)); |
| 4382 |
|
|
|
| 4383 |
|
|
int vCounter = 0; |
| 4384 |
|
✗ |
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) |
| 4385 |
|
|
{ |
| 4386 |
|
✗ |
model.meshes[m].colors[vCounter] = color[i]; |
| 4387 |
|
✗ |
vCounter++; |
| 4388 |
|
|
} |
| 4389 |
|
|
} |
| 4390 |
|
|
} break; |
| 4391 |
|
|
} |
| 4392 |
|
|
} |
| 4393 |
|
|
|
| 4394 |
|
|
// Bones (joints) data processing |
| 4395 |
|
✗ |
ijoint = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint)); |
| 4396 |
|
|
//fseek(iqmFile, iqmHeader->ofs_joints, SEEK_SET); |
| 4397 |
|
|
//fread(ijoint, sizeof(IQMJoint), iqmHeader->num_joints, iqmFile); |
| 4398 |
|
✗ |
memcpy(ijoint, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint)); |
| 4399 |
|
|
|
| 4400 |
|
✗ |
model.boneCount = iqmHeader->num_joints; |
| 4401 |
|
✗ |
model.bones = RL_MALLOC(iqmHeader->num_joints*sizeof(BoneInfo)); |
| 4402 |
|
✗ |
model.bindPose = RL_MALLOC(iqmHeader->num_joints*sizeof(Transform)); |
| 4403 |
|
|
|
| 4404 |
|
✗ |
for (unsigned int i = 0; i < iqmHeader->num_joints; i++) |
| 4405 |
|
|
{ |
| 4406 |
|
|
// Bones |
| 4407 |
|
✗ |
model.bones[i].parent = ijoint[i].parent; |
| 4408 |
|
|
//fseek(iqmFile, iqmHeader->ofs_text + ijoint[i].name, SEEK_SET); |
| 4409 |
|
|
//fread(model.bones[i].name, sizeof(char), BONE_NAME_LENGTH, iqmFile); |
| 4410 |
|
✗ |
memcpy(model.bones[i].name, fileDataPtr + iqmHeader->ofs_text + ijoint[i].name, BONE_NAME_LENGTH*sizeof(char)); |
| 4411 |
|
|
|
| 4412 |
|
|
// Bind pose (base pose) |
| 4413 |
|
✗ |
model.bindPose[i].translation.x = ijoint[i].translate[0]; |
| 4414 |
|
✗ |
model.bindPose[i].translation.y = ijoint[i].translate[1]; |
| 4415 |
|
✗ |
model.bindPose[i].translation.z = ijoint[i].translate[2]; |
| 4416 |
|
|
|
| 4417 |
|
✗ |
model.bindPose[i].rotation.x = ijoint[i].rotate[0]; |
| 4418 |
|
✗ |
model.bindPose[i].rotation.y = ijoint[i].rotate[1]; |
| 4419 |
|
✗ |
model.bindPose[i].rotation.z = ijoint[i].rotate[2]; |
| 4420 |
|
✗ |
model.bindPose[i].rotation.w = ijoint[i].rotate[3]; |
| 4421 |
|
|
|
| 4422 |
|
✗ |
model.bindPose[i].scale.x = ijoint[i].scale[0]; |
| 4423 |
|
✗ |
model.bindPose[i].scale.y = ijoint[i].scale[1]; |
| 4424 |
|
✗ |
model.bindPose[i].scale.z = ijoint[i].scale[2]; |
| 4425 |
|
|
} |
| 4426 |
|
|
|
| 4427 |
|
✗ |
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); |
| 4428 |
|
|
|
| 4429 |
|
✗ |
RL_FREE(fileData); |
| 4430 |
|
|
|
| 4431 |
|
✗ |
RL_FREE(imesh); |
| 4432 |
|
✗ |
RL_FREE(tri); |
| 4433 |
|
✗ |
RL_FREE(va); |
| 4434 |
|
✗ |
RL_FREE(vertex); |
| 4435 |
|
✗ |
RL_FREE(normal); |
| 4436 |
|
✗ |
RL_FREE(text); |
| 4437 |
|
✗ |
RL_FREE(blendi); |
| 4438 |
|
✗ |
RL_FREE(blendw); |
| 4439 |
|
✗ |
RL_FREE(ijoint); |
| 4440 |
|
✗ |
RL_FREE(color); |
| 4441 |
|
|
|
| 4442 |
|
✗ |
return model; |
| 4443 |
|
|
} |
| 4444 |
|
|
|
| 4445 |
|
|
// Load IQM animation data |
| 4446 |
|
✗ |
static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount) |
| 4447 |
|
|
{ |
| 4448 |
|
|
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number |
| 4449 |
|
|
#define IQM_VERSION 2 // only IQM version 2 supported |
| 4450 |
|
|
|
| 4451 |
|
✗ |
unsigned int fileSize = 0; |
| 4452 |
|
✗ |
unsigned char *fileData = LoadFileData(fileName, &fileSize); |
| 4453 |
|
|
unsigned char *fileDataPtr = fileData; |
| 4454 |
|
|
|
| 4455 |
|
|
typedef struct IQMHeader { |
| 4456 |
|
|
char magic[16]; |
| 4457 |
|
|
unsigned int version; |
| 4458 |
|
|
unsigned int filesize; |
| 4459 |
|
|
unsigned int flags; |
| 4460 |
|
|
unsigned int num_text, ofs_text; |
| 4461 |
|
|
unsigned int num_meshes, ofs_meshes; |
| 4462 |
|
|
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays; |
| 4463 |
|
|
unsigned int num_triangles, ofs_triangles, ofs_adjacency; |
| 4464 |
|
|
unsigned int num_joints, ofs_joints; |
| 4465 |
|
|
unsigned int num_poses, ofs_poses; |
| 4466 |
|
|
unsigned int num_anims, ofs_anims; |
| 4467 |
|
|
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds; |
| 4468 |
|
|
unsigned int num_comment, ofs_comment; |
| 4469 |
|
|
unsigned int num_extensions, ofs_extensions; |
| 4470 |
|
|
} IQMHeader; |
| 4471 |
|
|
|
| 4472 |
|
|
typedef struct IQMJoint { |
| 4473 |
|
|
unsigned int name; |
| 4474 |
|
|
int parent; |
| 4475 |
|
|
float translate[3], rotate[4], scale[3]; |
| 4476 |
|
|
} IQMJoint; |
| 4477 |
|
|
|
| 4478 |
|
|
typedef struct IQMPose { |
| 4479 |
|
|
int parent; |
| 4480 |
|
|
unsigned int mask; |
| 4481 |
|
|
float channeloffset[10]; |
| 4482 |
|
|
float channelscale[10]; |
| 4483 |
|
|
} IQMPose; |
| 4484 |
|
|
|
| 4485 |
|
|
typedef struct IQMAnim { |
| 4486 |
|
|
unsigned int name; |
| 4487 |
|
|
unsigned int first_frame, num_frames; |
| 4488 |
|
|
float framerate; |
| 4489 |
|
|
unsigned int flags; |
| 4490 |
|
|
} IQMAnim; |
| 4491 |
|
|
|
| 4492 |
|
|
// In case file can not be read, return an empty model |
| 4493 |
|
✗ |
if (fileDataPtr == NULL) return NULL; |
| 4494 |
|
|
|
| 4495 |
|
|
// Read IQM header |
| 4496 |
|
|
IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr; |
| 4497 |
|
|
|
| 4498 |
|
✗ |
if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0) |
| 4499 |
|
|
{ |
| 4500 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); |
| 4501 |
|
✗ |
return NULL; |
| 4502 |
|
|
} |
| 4503 |
|
|
|
| 4504 |
|
✗ |
if (iqmHeader->version != IQM_VERSION) |
| 4505 |
|
|
{ |
| 4506 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version); |
| 4507 |
|
✗ |
return NULL; |
| 4508 |
|
|
} |
| 4509 |
|
|
|
| 4510 |
|
|
// Get bones data |
| 4511 |
|
✗ |
IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose)); |
| 4512 |
|
|
//fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET); |
| 4513 |
|
|
//fread(poses, sizeof(IQMPose), iqmHeader->num_poses, iqmFile); |
| 4514 |
|
✗ |
memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose)); |
| 4515 |
|
|
|
| 4516 |
|
|
// Get animations data |
| 4517 |
|
✗ |
*animCount = iqmHeader->num_anims; |
| 4518 |
|
✗ |
IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim)); |
| 4519 |
|
|
//fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET); |
| 4520 |
|
|
//fread(anim, sizeof(IQMAnim), iqmHeader->num_anims, iqmFile); |
| 4521 |
|
✗ |
memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim)); |
| 4522 |
|
|
|
| 4523 |
|
✗ |
ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation)); |
| 4524 |
|
|
|
| 4525 |
|
|
// frameposes |
| 4526 |
|
✗ |
unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short)); |
| 4527 |
|
|
//fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET); |
| 4528 |
|
|
//fread(framedata, sizeof(unsigned short), iqmHeader->num_frames*iqmHeader->num_framechannels, iqmFile); |
| 4529 |
|
✗ |
memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short)); |
| 4530 |
|
|
|
| 4531 |
|
|
// joints |
| 4532 |
|
✗ |
IQMJoint *joints = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint)); |
| 4533 |
|
✗ |
memcpy(joints, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint)); |
| 4534 |
|
|
|
| 4535 |
|
✗ |
for (unsigned int a = 0; a < iqmHeader->num_anims; a++) |
| 4536 |
|
|
{ |
| 4537 |
|
✗ |
animations[a].frameCount = anim[a].num_frames; |
| 4538 |
|
✗ |
animations[a].boneCount = iqmHeader->num_poses; |
| 4539 |
|
✗ |
animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo)); |
| 4540 |
|
✗ |
animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *)); |
| 4541 |
|
|
// animations[a].framerate = anim.framerate; // TODO: Use animation framerate data? |
| 4542 |
|
|
|
| 4543 |
|
✗ |
for (unsigned int j = 0; j < iqmHeader->num_poses; j++) |
| 4544 |
|
|
{ |
| 4545 |
|
|
// If animations and skeleton are in the same file, copy bone names to anim |
| 4546 |
|
✗ |
if (iqmHeader->num_joints > 0) |
| 4547 |
|
✗ |
memcpy(animations[a].bones[j].name, fileDataPtr + iqmHeader->ofs_text + joints[j].name, BONE_NAME_LENGTH*sizeof(char)); |
| 4548 |
|
|
else |
| 4549 |
|
✗ |
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); // default bone name otherwise |
| 4550 |
|
✗ |
animations[a].bones[j].parent = poses[j].parent; |
| 4551 |
|
|
} |
| 4552 |
|
|
|
| 4553 |
|
✗ |
for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform)); |
| 4554 |
|
|
|
| 4555 |
|
✗ |
int dcounter = anim[a].first_frame*iqmHeader->num_framechannels; |
| 4556 |
|
|
|
| 4557 |
|
✗ |
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++) |
| 4558 |
|
|
{ |
| 4559 |
|
✗ |
for (unsigned int i = 0; i < iqmHeader->num_poses; i++) |
| 4560 |
|
|
{ |
| 4561 |
|
✗ |
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0]; |
| 4562 |
|
|
|
| 4563 |
|
✗ |
if (poses[i].mask & 0x01) |
| 4564 |
|
|
{ |
| 4565 |
|
✗ |
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0]; |
| 4566 |
|
✗ |
dcounter++; |
| 4567 |
|
|
} |
| 4568 |
|
|
|
| 4569 |
|
✗ |
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1]; |
| 4570 |
|
|
|
| 4571 |
|
✗ |
if (poses[i].mask & 0x02) |
| 4572 |
|
|
{ |
| 4573 |
|
✗ |
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1]; |
| 4574 |
|
✗ |
dcounter++; |
| 4575 |
|
|
} |
| 4576 |
|
|
|
| 4577 |
|
✗ |
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2]; |
| 4578 |
|
|
|
| 4579 |
|
✗ |
if (poses[i].mask & 0x04) |
| 4580 |
|
|
{ |
| 4581 |
|
✗ |
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2]; |
| 4582 |
|
✗ |
dcounter++; |
| 4583 |
|
|
} |
| 4584 |
|
|
|
| 4585 |
|
✗ |
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3]; |
| 4586 |
|
|
|
| 4587 |
|
✗ |
if (poses[i].mask & 0x08) |
| 4588 |
|
|
{ |
| 4589 |
|
✗ |
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3]; |
| 4590 |
|
✗ |
dcounter++; |
| 4591 |
|
|
} |
| 4592 |
|
|
|
| 4593 |
|
✗ |
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4]; |
| 4594 |
|
|
|
| 4595 |
|
✗ |
if (poses[i].mask & 0x10) |
| 4596 |
|
|
{ |
| 4597 |
|
✗ |
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4]; |
| 4598 |
|
✗ |
dcounter++; |
| 4599 |
|
|
} |
| 4600 |
|
|
|
| 4601 |
|
✗ |
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5]; |
| 4602 |
|
|
|
| 4603 |
|
✗ |
if (poses[i].mask & 0x20) |
| 4604 |
|
|
{ |
| 4605 |
|
✗ |
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5]; |
| 4606 |
|
✗ |
dcounter++; |
| 4607 |
|
|
} |
| 4608 |
|
|
|
| 4609 |
|
✗ |
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6]; |
| 4610 |
|
|
|
| 4611 |
|
✗ |
if (poses[i].mask & 0x40) |
| 4612 |
|
|
{ |
| 4613 |
|
✗ |
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6]; |
| 4614 |
|
✗ |
dcounter++; |
| 4615 |
|
|
} |
| 4616 |
|
|
|
| 4617 |
|
✗ |
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7]; |
| 4618 |
|
|
|
| 4619 |
|
✗ |
if (poses[i].mask & 0x80) |
| 4620 |
|
|
{ |
| 4621 |
|
✗ |
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7]; |
| 4622 |
|
✗ |
dcounter++; |
| 4623 |
|
|
} |
| 4624 |
|
|
|
| 4625 |
|
✗ |
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8]; |
| 4626 |
|
|
|
| 4627 |
|
✗ |
if (poses[i].mask & 0x100) |
| 4628 |
|
|
{ |
| 4629 |
|
✗ |
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8]; |
| 4630 |
|
✗ |
dcounter++; |
| 4631 |
|
|
} |
| 4632 |
|
|
|
| 4633 |
|
✗ |
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9]; |
| 4634 |
|
|
|
| 4635 |
|
✗ |
if (poses[i].mask & 0x200) |
| 4636 |
|
|
{ |
| 4637 |
|
✗ |
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9]; |
| 4638 |
|
✗ |
dcounter++; |
| 4639 |
|
|
} |
| 4640 |
|
|
|
| 4641 |
|
✗ |
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation); |
| 4642 |
|
|
} |
| 4643 |
|
|
} |
| 4644 |
|
|
|
| 4645 |
|
|
// Build frameposes |
| 4646 |
|
✗ |
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++) |
| 4647 |
|
|
{ |
| 4648 |
|
✗ |
for (int i = 0; i < animations[a].boneCount; i++) |
| 4649 |
|
|
{ |
| 4650 |
|
✗ |
if (animations[a].bones[i].parent >= 0) |
| 4651 |
|
|
{ |
| 4652 |
|
✗ |
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation); |
| 4653 |
|
✗ |
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation); |
| 4654 |
|
✗ |
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation); |
| 4655 |
|
✗ |
animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale); |
| 4656 |
|
|
} |
| 4657 |
|
|
} |
| 4658 |
|
|
} |
| 4659 |
|
|
} |
| 4660 |
|
|
|
| 4661 |
|
✗ |
RL_FREE(fileData); |
| 4662 |
|
|
|
| 4663 |
|
✗ |
RL_FREE(joints); |
| 4664 |
|
✗ |
RL_FREE(framedata); |
| 4665 |
|
✗ |
RL_FREE(poses); |
| 4666 |
|
✗ |
RL_FREE(anim); |
| 4667 |
|
|
|
| 4668 |
|
✗ |
return animations; |
| 4669 |
|
|
} |
| 4670 |
|
|
|
| 4671 |
|
|
#endif |
| 4672 |
|
|
|
| 4673 |
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF) |
| 4674 |
|
|
// Load image from different glTF provided methods (uri, path, buffer_view) |
| 4675 |
|
✗ |
static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPath) |
| 4676 |
|
|
{ |
| 4677 |
|
✗ |
Image image = { 0 }; |
| 4678 |
|
|
|
| 4679 |
|
✗ |
if (cgltfImage->uri != NULL) // Check if image data is provided as an uri (base64 or path) |
| 4680 |
|
|
{ |
| 4681 |
|
✗ |
if ((strlen(cgltfImage->uri) > 5) && |
| 4682 |
|
✗ |
(cgltfImage->uri[0] == 'd') && |
| 4683 |
|
✗ |
(cgltfImage->uri[1] == 'a') && |
| 4684 |
|
✗ |
(cgltfImage->uri[2] == 't') && |
| 4685 |
|
✗ |
(cgltfImage->uri[3] == 'a') && |
| 4686 |
|
✗ |
(cgltfImage->uri[4] == ':')) // Check if image is provided as base64 text data |
| 4687 |
|
|
{ |
| 4688 |
|
|
// Data URI Format: data:<mediatype>;base64,<data> |
| 4689 |
|
|
|
| 4690 |
|
|
// Find the comma |
| 4691 |
|
|
int i = 0; |
| 4692 |
|
✗ |
while ((cgltfImage->uri[i] != ',') && (cgltfImage->uri[i] != 0)) i++; |
| 4693 |
|
|
|
| 4694 |
|
✗ |
if (cgltfImage->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image"); |
| 4695 |
|
|
else |
| 4696 |
|
|
{ |
| 4697 |
|
✗ |
int base64Size = (int)strlen(cgltfImage->uri + i + 1); |
| 4698 |
|
✗ |
int outSize = 3*(base64Size/4); // TODO: Consider padding (-numberOfPaddingCharacters) |
| 4699 |
|
✗ |
void *data = NULL; |
| 4700 |
|
|
|
| 4701 |
|
✗ |
cgltf_options options = { 0 }; |
| 4702 |
|
✗ |
cgltf_result result = cgltf_load_buffer_base64(&options, outSize, cgltfImage->uri + i + 1, &data); |
| 4703 |
|
|
|
| 4704 |
|
✗ |
if (result == cgltf_result_success) |
| 4705 |
|
|
{ |
| 4706 |
|
✗ |
image = LoadImageFromMemory(".png", (unsigned char *)data, outSize); |
| 4707 |
|
✗ |
MemFree(data); |
| 4708 |
|
|
} |
| 4709 |
|
|
} |
| 4710 |
|
|
} |
| 4711 |
|
|
else // Check if image is provided as image path |
| 4712 |
|
|
{ |
| 4713 |
|
✗ |
image = LoadImage(TextFormat("%s/%s", texPath, cgltfImage->uri)); |
| 4714 |
|
|
} |
| 4715 |
|
|
} |
| 4716 |
|
✗ |
else if (cgltfImage->buffer_view->buffer->data != NULL) // Check if image is provided as data buffer |
| 4717 |
|
|
{ |
| 4718 |
|
✗ |
unsigned char *data = RL_MALLOC(cgltfImage->buffer_view->size); |
| 4719 |
|
✗ |
int offset = (int)cgltfImage->buffer_view->offset; |
| 4720 |
|
✗ |
int stride = (int)cgltfImage->buffer_view->stride? (int)cgltfImage->buffer_view->stride : 1; |
| 4721 |
|
|
|
| 4722 |
|
|
// Copy buffer data to memory for loading |
| 4723 |
|
✗ |
for (unsigned int i = 0; i < cgltfImage->buffer_view->size; i++) |
| 4724 |
|
|
{ |
| 4725 |
|
✗ |
data[i] = ((unsigned char *)cgltfImage->buffer_view->buffer->data)[offset]; |
| 4726 |
|
✗ |
offset += stride; |
| 4727 |
|
|
} |
| 4728 |
|
|
|
| 4729 |
|
|
// Check mime_type for image: (cgltfImage->mime_type == "image/png") |
| 4730 |
|
|
// NOTE: Detected that some models define mime_type as "image\\/png" |
| 4731 |
|
✗ |
if ((strcmp(cgltfImage->mime_type, "image\\/png") == 0) || |
| 4732 |
|
✗ |
(strcmp(cgltfImage->mime_type, "image/png") == 0)) image = LoadImageFromMemory(".png", data, (int)cgltfImage->buffer_view->size); |
| 4733 |
|
✗ |
else if ((strcmp(cgltfImage->mime_type, "image\\/jpeg") == 0) || |
| 4734 |
|
✗ |
(strcmp(cgltfImage->mime_type, "image/jpeg") == 0)) image = LoadImageFromMemory(".jpg", data, (int)cgltfImage->buffer_view->size); |
| 4735 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: glTF image data MIME type not recognized", TextFormat("%s/%s", texPath, cgltfImage->uri)); |
| 4736 |
|
|
|
| 4737 |
|
✗ |
RL_FREE(data); |
| 4738 |
|
|
} |
| 4739 |
|
|
|
| 4740 |
|
✗ |
return image; |
| 4741 |
|
|
} |
| 4742 |
|
|
|
| 4743 |
|
|
// Load bone info from GLTF skin data |
| 4744 |
|
✗ |
static BoneInfo *LoadBoneInfoGLTF(cgltf_skin skin, int *boneCount) |
| 4745 |
|
|
{ |
| 4746 |
|
✗ |
*boneCount = (int)skin.joints_count; |
| 4747 |
|
✗ |
BoneInfo *bones = RL_MALLOC(skin.joints_count*sizeof(BoneInfo)); |
| 4748 |
|
|
|
| 4749 |
|
✗ |
for (unsigned int i = 0; i < skin.joints_count; i++) |
| 4750 |
|
|
{ |
| 4751 |
|
✗ |
cgltf_node node = *skin.joints[i]; |
| 4752 |
|
✗ |
strncpy(bones[i].name, node.name, sizeof(bones[i].name)); |
| 4753 |
|
|
|
| 4754 |
|
|
// Find parent bone index |
| 4755 |
|
|
unsigned int parentIndex = -1; |
| 4756 |
|
|
|
| 4757 |
|
✗ |
for (unsigned int j = 0; j < skin.joints_count; j++) |
| 4758 |
|
|
{ |
| 4759 |
|
✗ |
if (skin.joints[j] == node.parent) |
| 4760 |
|
|
{ |
| 4761 |
|
|
parentIndex = j; |
| 4762 |
|
|
break; |
| 4763 |
|
|
} |
| 4764 |
|
|
} |
| 4765 |
|
|
|
| 4766 |
|
✗ |
bones[i].parent = parentIndex; |
| 4767 |
|
|
} |
| 4768 |
|
|
|
| 4769 |
|
✗ |
return bones; |
| 4770 |
|
|
} |
| 4771 |
|
|
|
| 4772 |
|
|
// Load glTF file into model struct, .gltf and .glb supported |
| 4773 |
|
✗ |
static Model LoadGLTF(const char *fileName) |
| 4774 |
|
|
{ |
| 4775 |
|
|
/********************************************************************************************* |
| 4776 |
|
|
|
| 4777 |
|
|
Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) |
| 4778 |
|
|
Reviewed by Ramon Santamaria (@raysan5) |
| 4779 |
|
|
|
| 4780 |
|
|
FEATURES: |
| 4781 |
|
|
- Supports .gltf and .glb files |
| 4782 |
|
|
- Supports embedded (base64) or external textures |
| 4783 |
|
|
- Supports PBR metallic/roughness flow, loads material textures, values and colors |
| 4784 |
|
|
PBR specular/glossiness flow and extended texture flows not supported |
| 4785 |
|
|
- Supports multiple meshes per model (every primitives is loaded as a separate mesh) |
| 4786 |
|
|
- Supports basic animations |
| 4787 |
|
|
|
| 4788 |
|
|
RESTRICTIONS: |
| 4789 |
|
|
- Only triangle meshes supported |
| 4790 |
|
|
- Vertex attribute types and formats supported: |
| 4791 |
|
|
> Vertices (position): vec3: float |
| 4792 |
|
|
> Normals: vec3: float |
| 4793 |
|
|
> Texcoords: vec2: float |
| 4794 |
|
|
> Colors: vec4: u8, u16, f32 (normalized) |
| 4795 |
|
|
> Indices: u16, u32 (truncated to u16) |
| 4796 |
|
|
- Node hierarchies or transforms not supported |
| 4797 |
|
|
|
| 4798 |
|
|
***********************************************************************************************/ |
| 4799 |
|
|
|
| 4800 |
|
|
// Macro to simplify attributes loading code |
| 4801 |
|
|
#define LOAD_ATTRIBUTE(accesor, numComp, dataType, dstPtr) \ |
| 4802 |
|
|
{ \ |
| 4803 |
|
|
int n = 0; \ |
| 4804 |
|
|
dataType *buffer = (dataType *)accesor->buffer_view->buffer->data + accesor->buffer_view->offset/sizeof(dataType) + accesor->offset/sizeof(dataType); \ |
| 4805 |
|
|
for (unsigned int k = 0; k < accesor->count; k++) \ |
| 4806 |
|
|
{\ |
| 4807 |
|
|
for (int l = 0; l < numComp; l++) \ |
| 4808 |
|
|
{\ |
| 4809 |
|
|
dstPtr[numComp*k + l] = buffer[n + l];\ |
| 4810 |
|
|
}\ |
| 4811 |
|
|
n += (int)(accesor->stride/sizeof(dataType));\ |
| 4812 |
|
|
}\ |
| 4813 |
|
|
} |
| 4814 |
|
|
|
| 4815 |
|
✗ |
Model model = { 0 }; |
| 4816 |
|
|
|
| 4817 |
|
|
// glTF file loading |
| 4818 |
|
✗ |
unsigned int dataSize = 0; |
| 4819 |
|
✗ |
unsigned char *fileData = LoadFileData(fileName, &dataSize); |
| 4820 |
|
|
|
| 4821 |
|
✗ |
if (fileData == NULL) return model; |
| 4822 |
|
|
|
| 4823 |
|
|
// glTF data loading |
| 4824 |
|
✗ |
cgltf_options options = { 0 }; |
| 4825 |
|
✗ |
cgltf_data *data = NULL; |
| 4826 |
|
✗ |
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); |
| 4827 |
|
|
|
| 4828 |
|
✗ |
if (result == cgltf_result_success) |
| 4829 |
|
|
{ |
| 4830 |
|
✗ |
if (data->file_type == cgltf_file_type_glb) TRACELOG(LOG_INFO, "MODEL: [%s] Model basic data (glb) loaded successfully", fileName); |
| 4831 |
|
✗ |
else if (data->file_type == cgltf_file_type_gltf) TRACELOG(LOG_INFO, "MODEL: [%s] Model basic data (glTF) loaded successfully", fileName); |
| 4832 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Model format not recognized", fileName); |
| 4833 |
|
|
|
| 4834 |
|
✗ |
TRACELOG(LOG_INFO, " > Meshes count: %i", data->meshes_count); |
| 4835 |
|
✗ |
TRACELOG(LOG_INFO, " > Materials count: %i (+1 default)", data->materials_count); |
| 4836 |
|
✗ |
TRACELOG(LOG_DEBUG, " > Buffers count: %i", data->buffers_count); |
| 4837 |
|
✗ |
TRACELOG(LOG_DEBUG, " > Images count: %i", data->images_count); |
| 4838 |
|
✗ |
TRACELOG(LOG_DEBUG, " > Textures count: %i", data->textures_count); |
| 4839 |
|
|
|
| 4840 |
|
|
// Force reading data buffers (fills buffer_view->buffer->data) |
| 4841 |
|
|
// NOTE: If an uri is defined to base64 data or external path, it's automatically loaded |
| 4842 |
|
✗ |
result = cgltf_load_buffers(&options, data, fileName); |
| 4843 |
|
✗ |
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName); |
| 4844 |
|
|
|
| 4845 |
|
|
int primitivesCount = 0; |
| 4846 |
|
|
// NOTE: We will load every primitive in the glTF as a separate raylib mesh |
| 4847 |
|
✗ |
for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count; |
| 4848 |
|
|
|
| 4849 |
|
|
// Load our model data: meshes and materials |
| 4850 |
|
✗ |
model.meshCount = primitivesCount; |
| 4851 |
|
✗ |
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh)); |
| 4852 |
|
|
|
| 4853 |
|
|
// NOTE: We keep an extra slot for default material, in case some mesh requires it |
| 4854 |
|
✗ |
model.materialCount = (int)data->materials_count + 1; |
| 4855 |
|
✗ |
model.materials = RL_CALLOC(model.materialCount, sizeof(Material)); |
| 4856 |
|
✗ |
model.materials[0] = LoadMaterialDefault(); // Load default material (index: 0) |
| 4857 |
|
|
|
| 4858 |
|
|
// Load mesh-material indices, by default all meshes are mapped to material index: 0 |
| 4859 |
|
✗ |
model.meshMaterial = RL_CALLOC(model.meshCount, sizeof(int)); |
| 4860 |
|
|
|
| 4861 |
|
|
// Load materials data |
| 4862 |
|
|
//---------------------------------------------------------------------------------------------------- |
| 4863 |
|
✗ |
for (unsigned int i = 0, j = 1; i < data->materials_count; i++, j++) |
| 4864 |
|
|
{ |
| 4865 |
|
✗ |
model.materials[j] = LoadMaterialDefault(); |
| 4866 |
|
✗ |
const char *texPath = GetDirectoryPath(fileName); |
| 4867 |
|
|
|
| 4868 |
|
|
// Check glTF material flow: PBR metallic/roughness flow |
| 4869 |
|
|
// NOTE: Alternatively, materials can follow PBR specular/glossiness flow |
| 4870 |
|
✗ |
if (data->materials[i].has_pbr_metallic_roughness) |
| 4871 |
|
|
{ |
| 4872 |
|
|
// Load base color texture (albedo) |
| 4873 |
|
✗ |
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture) |
| 4874 |
|
|
{ |
| 4875 |
|
✗ |
Image imAlbedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath); |
| 4876 |
|
✗ |
if (imAlbedo.data != NULL) |
| 4877 |
|
|
{ |
| 4878 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(imAlbedo); |
| 4879 |
|
✗ |
UnloadImage(imAlbedo); |
| 4880 |
|
|
} |
| 4881 |
|
|
} |
| 4882 |
|
|
// Load base color factor (tint) |
| 4883 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255); |
| 4884 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255); |
| 4885 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255); |
| 4886 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255); |
| 4887 |
|
|
|
| 4888 |
|
|
// Load metallic/roughness texture |
| 4889 |
|
✗ |
if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture) |
| 4890 |
|
|
{ |
| 4891 |
|
✗ |
Image imMetallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath); |
| 4892 |
|
✗ |
if (imMetallicRoughness.data != NULL) |
| 4893 |
|
|
{ |
| 4894 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(imMetallicRoughness); |
| 4895 |
|
✗ |
UnloadImage(imMetallicRoughness); |
| 4896 |
|
|
} |
| 4897 |
|
|
|
| 4898 |
|
|
// Load metallic/roughness material properties |
| 4899 |
|
✗ |
float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor; |
| 4900 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_ROUGHNESS].value = roughness; |
| 4901 |
|
|
|
| 4902 |
|
✗ |
float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor; |
| 4903 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_METALNESS].value = metallic; |
| 4904 |
|
|
} |
| 4905 |
|
|
|
| 4906 |
|
|
// Load normal texture |
| 4907 |
|
✗ |
if (data->materials[i].normal_texture.texture) |
| 4908 |
|
|
{ |
| 4909 |
|
✗ |
Image imNormal = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath); |
| 4910 |
|
✗ |
if (imNormal.data != NULL) |
| 4911 |
|
|
{ |
| 4912 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(imNormal); |
| 4913 |
|
✗ |
UnloadImage(imNormal); |
| 4914 |
|
|
} |
| 4915 |
|
|
} |
| 4916 |
|
|
|
| 4917 |
|
|
// Load ambient occlusion texture |
| 4918 |
|
✗ |
if (data->materials[i].occlusion_texture.texture) |
| 4919 |
|
|
{ |
| 4920 |
|
✗ |
Image imOcclusion = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath); |
| 4921 |
|
✗ |
if (imOcclusion.data != NULL) |
| 4922 |
|
|
{ |
| 4923 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(imOcclusion); |
| 4924 |
|
✗ |
UnloadImage(imOcclusion); |
| 4925 |
|
|
} |
| 4926 |
|
|
} |
| 4927 |
|
|
|
| 4928 |
|
|
// Load emissive texture |
| 4929 |
|
✗ |
if (data->materials[i].emissive_texture.texture) |
| 4930 |
|
|
{ |
| 4931 |
|
✗ |
Image imEmissive = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath); |
| 4932 |
|
✗ |
if (imEmissive.data != NULL) |
| 4933 |
|
|
{ |
| 4934 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(imEmissive); |
| 4935 |
|
✗ |
UnloadImage(imEmissive); |
| 4936 |
|
|
} |
| 4937 |
|
|
|
| 4938 |
|
|
// Load emissive color factor |
| 4939 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_EMISSION].color.r = (unsigned char)(data->materials[i].emissive_factor[0]*255); |
| 4940 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_EMISSION].color.g = (unsigned char)(data->materials[i].emissive_factor[1]*255); |
| 4941 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_EMISSION].color.b = (unsigned char)(data->materials[i].emissive_factor[2]*255); |
| 4942 |
|
✗ |
model.materials[j].maps[MATERIAL_MAP_EMISSION].color.a = 255; |
| 4943 |
|
|
} |
| 4944 |
|
|
} |
| 4945 |
|
|
|
| 4946 |
|
|
// Other possible materials not supported by raylib pipeline: |
| 4947 |
|
|
// has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen |
| 4948 |
|
|
} |
| 4949 |
|
|
|
| 4950 |
|
|
// Load meshes data |
| 4951 |
|
|
//---------------------------------------------------------------------------------------------------- |
| 4952 |
|
✗ |
for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++) |
| 4953 |
|
|
{ |
| 4954 |
|
|
// NOTE: meshIndex accumulates primitives |
| 4955 |
|
|
|
| 4956 |
|
✗ |
for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) |
| 4957 |
|
|
{ |
| 4958 |
|
|
// NOTE: We only support primitives defined by triangles |
| 4959 |
|
|
// Other alternatives: points, lines, line_strip, triangle_strip |
| 4960 |
|
✗ |
if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue; |
| 4961 |
|
|
|
| 4962 |
|
|
// NOTE: Attributes data could be provided in several data formats (8, 8u, 16u, 32...), |
| 4963 |
|
|
// Only some formats for each attribute type are supported, read info at the top of this function! |
| 4964 |
|
|
|
| 4965 |
|
✗ |
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) |
| 4966 |
|
|
{ |
| 4967 |
|
|
// Check the different attributes for every primitive |
| 4968 |
|
✗ |
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION |
| 4969 |
|
|
{ |
| 4970 |
|
✗ |
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
| 4971 |
|
|
|
| 4972 |
|
|
// WARNING: SPECS: POSITION accessor MUST have its min and max properties defined. |
| 4973 |
|
|
|
| 4974 |
|
✗ |
if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3)) |
| 4975 |
|
|
{ |
| 4976 |
|
|
// Init raylib mesh vertices to copy glTF attribute data |
| 4977 |
|
✗ |
model.meshes[meshIndex].vertexCount = (int)attribute->count; |
| 4978 |
|
✗ |
model.meshes[meshIndex].vertices = RL_MALLOC(attribute->count*3*sizeof(float)); |
| 4979 |
|
|
|
| 4980 |
|
|
// Load 3 components of float data type into mesh.vertices |
| 4981 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].vertices) |
| 4982 |
|
|
} |
| 4983 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName); |
| 4984 |
|
|
} |
| 4985 |
|
✗ |
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL |
| 4986 |
|
|
{ |
| 4987 |
|
✗ |
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
| 4988 |
|
|
|
| 4989 |
|
✗ |
if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3)) |
| 4990 |
|
|
{ |
| 4991 |
|
|
// Init raylib mesh normals to copy glTF attribute data |
| 4992 |
|
✗ |
model.meshes[meshIndex].normals = RL_MALLOC(attribute->count*3*sizeof(float)); |
| 4993 |
|
|
|
| 4994 |
|
|
// Load 3 components of float data type into mesh.normals |
| 4995 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].normals) |
| 4996 |
|
|
} |
| 4997 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName); |
| 4998 |
|
|
} |
| 4999 |
|
✗ |
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT |
| 5000 |
|
|
{ |
| 5001 |
|
✗ |
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
| 5002 |
|
|
|
| 5003 |
|
✗ |
if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) |
| 5004 |
|
|
{ |
| 5005 |
|
|
// Init raylib mesh tangent to copy glTF attribute data |
| 5006 |
|
✗ |
model.meshes[meshIndex].tangents = RL_MALLOC(attribute->count*4*sizeof(float)); |
| 5007 |
|
|
|
| 5008 |
|
|
// Load 4 components of float data type into mesh.tangents |
| 5009 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].tangents) |
| 5010 |
|
|
} |
| 5011 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName); |
| 5012 |
|
|
} |
| 5013 |
|
✗ |
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_0 |
| 5014 |
|
|
{ |
| 5015 |
|
|
// TODO: Support additional texture coordinates: TEXCOORD_1 -> mesh.texcoords2 |
| 5016 |
|
|
|
| 5017 |
|
✗ |
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
| 5018 |
|
|
|
| 5019 |
|
✗ |
if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2)) |
| 5020 |
|
|
{ |
| 5021 |
|
|
// Init raylib mesh texcoords to copy glTF attribute data |
| 5022 |
|
✗ |
model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float)); |
| 5023 |
|
|
|
| 5024 |
|
|
// Load 3 components of float data type into mesh.texcoords |
| 5025 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[meshIndex].texcoords) |
| 5026 |
|
|
} |
| 5027 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName); |
| 5028 |
|
|
} |
| 5029 |
|
✗ |
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_0 |
| 5030 |
|
|
{ |
| 5031 |
|
✗ |
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
| 5032 |
|
|
|
| 5033 |
|
|
// WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range. |
| 5034 |
|
|
|
| 5035 |
|
✗ |
if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4)) |
| 5036 |
|
|
{ |
| 5037 |
|
|
// Init raylib mesh color to copy glTF attribute data |
| 5038 |
|
✗ |
model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
| 5039 |
|
|
|
| 5040 |
|
|
// Load 4 components of unsigned char data type into mesh.colors |
| 5041 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].colors) |
| 5042 |
|
|
} |
| 5043 |
|
✗ |
else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4)) |
| 5044 |
|
|
{ |
| 5045 |
|
|
// Init raylib mesh color to copy glTF attribute data |
| 5046 |
|
✗ |
model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
| 5047 |
|
|
|
| 5048 |
|
|
// Load data into a temp buffer to be converted to raylib data type |
| 5049 |
|
✗ |
unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); |
| 5050 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); |
| 5051 |
|
|
|
| 5052 |
|
|
// Convert data to raylib color data type (4 bytes) |
| 5053 |
|
✗ |
for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f); |
| 5054 |
|
|
|
| 5055 |
|
✗ |
RL_FREE(temp); |
| 5056 |
|
|
} |
| 5057 |
|
✗ |
else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) |
| 5058 |
|
|
{ |
| 5059 |
|
|
// Init raylib mesh color to copy glTF attribute data |
| 5060 |
|
✗ |
model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
| 5061 |
|
|
|
| 5062 |
|
|
// Load data into a temp buffer to be converted to raylib data type |
| 5063 |
|
✗ |
float *temp = RL_MALLOC(attribute->count*4*sizeof(float)); |
| 5064 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 4, float, temp); |
| 5065 |
|
|
|
| 5066 |
|
|
// Convert data to raylib color data type (4 bytes), we expect the color data normalized |
| 5067 |
|
✗ |
for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(temp[c]*255.0f); |
| 5068 |
|
|
|
| 5069 |
|
✗ |
RL_FREE(temp); |
| 5070 |
|
|
} |
| 5071 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); |
| 5072 |
|
|
} |
| 5073 |
|
|
|
| 5074 |
|
|
// NOTE: Attributes related to animations are processed separately |
| 5075 |
|
|
} |
| 5076 |
|
|
|
| 5077 |
|
|
// Load primitive indices data (if provided) |
| 5078 |
|
✗ |
if (data->meshes[i].primitives[p].indices != NULL) |
| 5079 |
|
|
{ |
| 5080 |
|
|
cgltf_accessor *attribute = data->meshes[i].primitives[p].indices; |
| 5081 |
|
|
|
| 5082 |
|
✗ |
model.meshes[meshIndex].triangleCount = (int)attribute->count/3; |
| 5083 |
|
|
|
| 5084 |
|
✗ |
if (attribute->component_type == cgltf_component_type_r_16u) |
| 5085 |
|
|
{ |
| 5086 |
|
|
// Init raylib mesh indices to copy glTF attribute data |
| 5087 |
|
✗ |
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short)); |
| 5088 |
|
|
|
| 5089 |
|
|
// Load unsigned short data type into mesh.indices |
| 5090 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 1, unsigned short, model.meshes[meshIndex].indices) |
| 5091 |
|
|
} |
| 5092 |
|
✗ |
else if (attribute->component_type == cgltf_component_type_r_32u) |
| 5093 |
|
|
{ |
| 5094 |
|
|
// Init raylib mesh indices to copy glTF attribute data |
| 5095 |
|
✗ |
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short)); |
| 5096 |
|
|
|
| 5097 |
|
|
// Load data into a temp buffer to be converted to raylib data type |
| 5098 |
|
✗ |
unsigned int *temp = RL_MALLOC(attribute->count*sizeof(unsigned int)); |
| 5099 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 1, unsigned int, temp); |
| 5100 |
|
|
|
| 5101 |
|
|
// Convert data to raylib indices data type (unsigned short) |
| 5102 |
|
✗ |
for (unsigned int d = 0; d < attribute->count; d++) model.meshes[meshIndex].indices[d] = (unsigned short)temp[d]; |
| 5103 |
|
|
|
| 5104 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data converted from u32 to u16, possible loss of data", fileName); |
| 5105 |
|
|
|
| 5106 |
|
✗ |
RL_FREE(temp); |
| 5107 |
|
|
} |
| 5108 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName); |
| 5109 |
|
|
} |
| 5110 |
|
✗ |
else model.meshes[meshIndex].triangleCount = model.meshes[meshIndex].vertexCount/3; // Unindexed mesh |
| 5111 |
|
|
|
| 5112 |
|
|
// Assign to the primitive mesh the corresponding material index |
| 5113 |
|
|
// NOTE: If no material defined, mesh uses the already assigned default material (index: 0) |
| 5114 |
|
✗ |
for (unsigned int m = 0; m < data->materials_count; m++) |
| 5115 |
|
|
{ |
| 5116 |
|
|
// The primitive actually keeps the pointer to the corresponding material, |
| 5117 |
|
|
// raylib instead assigns to the mesh the by its index, as loaded in model.materials array |
| 5118 |
|
|
// To get the index, we check if material pointers match, and we assign the corresponding index, |
| 5119 |
|
|
// skipping index 0, the default material |
| 5120 |
|
✗ |
if (&data->materials[m] == data->meshes[i].primitives[p].material) |
| 5121 |
|
|
{ |
| 5122 |
|
✗ |
model.meshMaterial[meshIndex] = m + 1; |
| 5123 |
|
✗ |
break; |
| 5124 |
|
|
} |
| 5125 |
|
|
} |
| 5126 |
|
|
|
| 5127 |
|
✗ |
meshIndex++; // Move to next mesh |
| 5128 |
|
|
} |
| 5129 |
|
|
} |
| 5130 |
|
|
|
| 5131 |
|
|
// Load glTF meshes animation data |
| 5132 |
|
|
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins |
| 5133 |
|
|
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes |
| 5134 |
|
|
// |
| 5135 |
|
|
// LIMITATIONS: |
| 5136 |
|
|
// - Only supports 1 armature per file, and skips loading it if there are multiple armatures |
| 5137 |
|
|
// - Only supports linear interpolation (default method in Blender when checked "Always Sample Animations" when exporting a GLTF file) |
| 5138 |
|
|
// - Only supports translation/rotation/scale animation channel.path, weights not considered (i.e. morph targets) |
| 5139 |
|
|
//---------------------------------------------------------------------------------------------------- |
| 5140 |
|
✗ |
if (data->skins_count == 1) |
| 5141 |
|
|
{ |
| 5142 |
|
✗ |
cgltf_skin skin = data->skins[0]; |
| 5143 |
|
✗ |
model.bones = LoadBoneInfoGLTF(skin, &model.boneCount); |
| 5144 |
|
✗ |
model.bindPose = RL_MALLOC(model.boneCount*sizeof(Transform)); |
| 5145 |
|
|
|
| 5146 |
|
✗ |
for (int i = 0; i < model.boneCount; i++) |
| 5147 |
|
|
{ |
| 5148 |
|
✗ |
cgltf_node node = *skin.joints[i]; |
| 5149 |
|
✗ |
model.bindPose[i].translation.x = node.translation[0]; |
| 5150 |
|
✗ |
model.bindPose[i].translation.y = node.translation[1]; |
| 5151 |
|
✗ |
model.bindPose[i].translation.z = node.translation[2]; |
| 5152 |
|
|
|
| 5153 |
|
✗ |
model.bindPose[i].rotation.x = node.rotation[0]; |
| 5154 |
|
✗ |
model.bindPose[i].rotation.y = node.rotation[1]; |
| 5155 |
|
✗ |
model.bindPose[i].rotation.z = node.rotation[2]; |
| 5156 |
|
✗ |
model.bindPose[i].rotation.w = node.rotation[3]; |
| 5157 |
|
|
|
| 5158 |
|
✗ |
model.bindPose[i].scale.x = node.scale[0]; |
| 5159 |
|
✗ |
model.bindPose[i].scale.y = node.scale[1]; |
| 5160 |
|
✗ |
model.bindPose[i].scale.z = node.scale[2]; |
| 5161 |
|
|
} |
| 5162 |
|
|
|
| 5163 |
|
✗ |
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); |
| 5164 |
|
|
} |
| 5165 |
|
✗ |
else if (data->skins_count > 1) |
| 5166 |
|
|
{ |
| 5167 |
|
✗ |
TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count); |
| 5168 |
|
|
} |
| 5169 |
|
|
|
| 5170 |
|
✗ |
for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++) |
| 5171 |
|
|
{ |
| 5172 |
|
✗ |
for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) |
| 5173 |
|
|
{ |
| 5174 |
|
|
// NOTE: We only support primitives defined by triangles |
| 5175 |
|
✗ |
if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue; |
| 5176 |
|
|
|
| 5177 |
|
✗ |
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) |
| 5178 |
|
|
{ |
| 5179 |
|
|
// NOTE: JOINTS_1 + WEIGHT_1 will be used for +4 joints influencing a vertex -> Not supported by raylib |
| 5180 |
|
|
|
| 5181 |
|
✗ |
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16) |
| 5182 |
|
|
{ |
| 5183 |
|
✗ |
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
| 5184 |
|
|
|
| 5185 |
|
✗ |
if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4)) |
| 5186 |
|
|
{ |
| 5187 |
|
|
// Init raylib mesh bone ids to copy glTF attribute data |
| 5188 |
|
✗ |
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); |
| 5189 |
|
|
|
| 5190 |
|
|
// Load 4 components of unsigned char data type into mesh.boneIds |
| 5191 |
|
|
// for cgltf_attribute_type_joints we have: |
| 5192 |
|
|
// - data.meshes[0] (256 vertices) |
| 5193 |
|
|
// - 256 values, provided as cgltf_type_vec4 of bytes (4 byte per joint, stride 4) |
| 5194 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds) |
| 5195 |
|
|
} |
| 5196 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported, use vec4 u8", fileName); |
| 5197 |
|
|
} |
| 5198 |
|
✗ |
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4 / u8, u16, f32) |
| 5199 |
|
|
{ |
| 5200 |
|
✗ |
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
| 5201 |
|
|
|
| 5202 |
|
✗ |
if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) |
| 5203 |
|
|
{ |
| 5204 |
|
|
// Init raylib mesh bone weight to copy glTF attribute data |
| 5205 |
|
✗ |
model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); |
| 5206 |
|
|
|
| 5207 |
|
|
// Load 4 components of float data type into mesh.boneWeights |
| 5208 |
|
|
// for cgltf_attribute_type_weights we have: |
| 5209 |
|
|
// - data.meshes[0] (256 vertices) |
| 5210 |
|
|
// - 256 values, provided as cgltf_type_vec4 of float (4 byte per joint, stride 16) |
| 5211 |
|
✗ |
LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights) |
| 5212 |
|
|
} |
| 5213 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName); |
| 5214 |
|
|
} |
| 5215 |
|
|
} |
| 5216 |
|
|
|
| 5217 |
|
|
// Animated vertex data |
| 5218 |
|
✗ |
model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); |
| 5219 |
|
✗ |
memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float)); |
| 5220 |
|
✗ |
model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); |
| 5221 |
|
✗ |
if (model.meshes[meshIndex].normals != NULL) { |
| 5222 |
|
✗ |
memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float)); |
| 5223 |
|
|
} |
| 5224 |
|
|
|
| 5225 |
|
✗ |
meshIndex++; // Move to next mesh |
| 5226 |
|
|
} |
| 5227 |
|
|
|
| 5228 |
|
|
} |
| 5229 |
|
|
|
| 5230 |
|
|
// Free all cgltf loaded data |
| 5231 |
|
✗ |
cgltf_free(data); |
| 5232 |
|
|
} |
| 5233 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); |
| 5234 |
|
|
|
| 5235 |
|
|
// WARNING: cgltf requires the file pointer available while reading data |
| 5236 |
|
✗ |
UnloadFileData(fileData); |
| 5237 |
|
|
|
| 5238 |
|
✗ |
return model; |
| 5239 |
|
|
} |
| 5240 |
|
|
|
| 5241 |
|
|
// Get interpolated pose for bone sampler at a specific time. Returns true on success. |
| 5242 |
|
✗ |
static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, float time, void *data) |
| 5243 |
|
|
{ |
| 5244 |
|
|
// Input and output should have the same count |
| 5245 |
|
✗ |
float tstart = 0.0f; |
| 5246 |
|
✗ |
float tend = 0.0f; |
| 5247 |
|
|
int keyframe = 0; // Defaults to first pose |
| 5248 |
|
|
|
| 5249 |
|
✗ |
for (int i = 0; i < input->count - 1; i++) |
| 5250 |
|
|
{ |
| 5251 |
|
✗ |
cgltf_bool r1 = cgltf_accessor_read_float(input, i, &tstart, 1); |
| 5252 |
|
✗ |
if (!r1) return false; |
| 5253 |
|
|
|
| 5254 |
|
✗ |
cgltf_bool r2 = cgltf_accessor_read_float(input, i + 1, &tend, 1); |
| 5255 |
|
✗ |
if (!r2) return false; |
| 5256 |
|
|
|
| 5257 |
|
✗ |
if ((tstart <= time) && (time < tend)) |
| 5258 |
|
|
{ |
| 5259 |
|
|
keyframe = i; |
| 5260 |
|
|
break; |
| 5261 |
|
|
} |
| 5262 |
|
|
} |
| 5263 |
|
|
|
| 5264 |
|
✗ |
float t = (time - tstart)/(tend - tstart); |
| 5265 |
|
✗ |
t = (t < 0.0f)? 0.0f : t; |
| 5266 |
|
✗ |
t = (t > 1.0f)? 1.0f : t; |
| 5267 |
|
|
|
| 5268 |
|
✗ |
if (output->component_type != cgltf_component_type_r_32f) return false; |
| 5269 |
|
|
|
| 5270 |
|
✗ |
if (output->type == cgltf_type_vec3) |
| 5271 |
|
|
{ |
| 5272 |
|
✗ |
float tmp[3] = { 0.0f }; |
| 5273 |
|
✗ |
cgltf_accessor_read_float(output, keyframe, tmp, 3); |
| 5274 |
|
✗ |
Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; |
| 5275 |
|
✗ |
cgltf_accessor_read_float(output, keyframe+1, tmp, 3); |
| 5276 |
|
✗ |
Vector3 v2 = {tmp[0], tmp[1], tmp[2]}; |
| 5277 |
|
|
Vector3 *r = data; |
| 5278 |
|
✗ |
*r = Vector3Lerp(v1, v2, t); |
| 5279 |
|
|
} |
| 5280 |
|
✗ |
else if (output->type == cgltf_type_vec4) |
| 5281 |
|
|
{ |
| 5282 |
|
✗ |
float tmp[4] = { 0.0f }; |
| 5283 |
|
✗ |
cgltf_accessor_read_float(output, keyframe, tmp, 4); |
| 5284 |
|
✗ |
Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; |
| 5285 |
|
✗ |
cgltf_accessor_read_float(output, keyframe+1, tmp, 4); |
| 5286 |
|
✗ |
Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; |
| 5287 |
|
|
Vector4 *r = data; |
| 5288 |
|
|
|
| 5289 |
|
|
// Only v4 is for rotations, so we know it's a quaternion |
| 5290 |
|
✗ |
*r = QuaternionSlerp(v1, v2, t); |
| 5291 |
|
|
} |
| 5292 |
|
|
|
| 5293 |
|
|
return true; |
| 5294 |
|
|
} |
| 5295 |
|
|
|
| 5296 |
|
|
#define GLTF_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) |
| 5297 |
|
|
|
| 5298 |
|
✗ |
static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount) |
| 5299 |
|
|
{ |
| 5300 |
|
|
// glTF file loading |
| 5301 |
|
✗ |
unsigned int dataSize = 0; |
| 5302 |
|
✗ |
unsigned char *fileData = LoadFileData(fileName, &dataSize); |
| 5303 |
|
|
|
| 5304 |
|
|
ModelAnimation *animations = NULL; |
| 5305 |
|
|
|
| 5306 |
|
|
// glTF data loading |
| 5307 |
|
✗ |
cgltf_options options = { 0 }; |
| 5308 |
|
✗ |
cgltf_data *data = NULL; |
| 5309 |
|
✗ |
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); |
| 5310 |
|
|
|
| 5311 |
|
✗ |
if (result != cgltf_result_success) |
| 5312 |
|
|
{ |
| 5313 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); |
| 5314 |
|
✗ |
*animCount = 0; |
| 5315 |
|
✗ |
return NULL; |
| 5316 |
|
|
} |
| 5317 |
|
|
|
| 5318 |
|
✗ |
result = cgltf_load_buffers(&options, data, fileName); |
| 5319 |
|
✗ |
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load animation buffers", fileName); |
| 5320 |
|
|
|
| 5321 |
|
✗ |
if (result == cgltf_result_success) |
| 5322 |
|
|
{ |
| 5323 |
|
✗ |
if (data->skins_count == 1) |
| 5324 |
|
|
{ |
| 5325 |
|
✗ |
cgltf_skin skin = data->skins[0]; |
| 5326 |
|
✗ |
*animCount = (int)data->animations_count; |
| 5327 |
|
✗ |
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation)); |
| 5328 |
|
|
|
| 5329 |
|
✗ |
for (unsigned int i = 0; i < data->animations_count; i++) |
| 5330 |
|
|
{ |
| 5331 |
|
✗ |
animations[i].bones = LoadBoneInfoGLTF(skin, &animations[i].boneCount); |
| 5332 |
|
|
|
| 5333 |
|
✗ |
cgltf_animation animData = data->animations[i]; |
| 5334 |
|
|
|
| 5335 |
|
|
struct Channels { |
| 5336 |
|
|
cgltf_animation_channel *translate; |
| 5337 |
|
|
cgltf_animation_channel *rotate; |
| 5338 |
|
|
cgltf_animation_channel *scale; |
| 5339 |
|
|
}; |
| 5340 |
|
|
|
| 5341 |
|
✗ |
struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels)); |
| 5342 |
|
|
float animDuration = 0.0f; |
| 5343 |
|
|
|
| 5344 |
|
✗ |
for (unsigned int j = 0; j < animData.channels_count; j++) |
| 5345 |
|
|
{ |
| 5346 |
|
✗ |
cgltf_animation_channel channel = animData.channels[j]; |
| 5347 |
|
|
int boneIndex = -1; |
| 5348 |
|
|
|
| 5349 |
|
✗ |
for (unsigned int k = 0; k < skin.joints_count; k++) |
| 5350 |
|
|
{ |
| 5351 |
|
✗ |
if (animData.channels[j].target_node == skin.joints[k]) |
| 5352 |
|
|
{ |
| 5353 |
|
✗ |
boneIndex = k; |
| 5354 |
|
✗ |
break; |
| 5355 |
|
|
} |
| 5356 |
|
|
} |
| 5357 |
|
|
|
| 5358 |
|
✗ |
if (boneIndex == -1) |
| 5359 |
|
|
{ |
| 5360 |
|
|
// Animation channel for a node not in the armature |
| 5361 |
|
✗ |
continue; |
| 5362 |
|
|
} |
| 5363 |
|
|
|
| 5364 |
|
✗ |
if (animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear) |
| 5365 |
|
|
{ |
| 5366 |
|
✗ |
if (channel.target_path == cgltf_animation_path_type_translation) |
| 5367 |
|
|
{ |
| 5368 |
|
✗ |
boneChannels[boneIndex].translate = &animData.channels[j]; |
| 5369 |
|
|
} |
| 5370 |
|
✗ |
else if (channel.target_path == cgltf_animation_path_type_rotation) |
| 5371 |
|
|
{ |
| 5372 |
|
✗ |
boneChannels[boneIndex].rotate = &animData.channels[j]; |
| 5373 |
|
|
} |
| 5374 |
|
✗ |
else if (channel.target_path == cgltf_animation_path_type_scale) |
| 5375 |
|
|
{ |
| 5376 |
|
✗ |
boneChannels[boneIndex].scale = &animData.channels[j]; |
| 5377 |
|
|
} |
| 5378 |
|
|
else |
| 5379 |
|
|
{ |
| 5380 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i); |
| 5381 |
|
|
} |
| 5382 |
|
|
} |
| 5383 |
|
✗ |
else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName); |
| 5384 |
|
|
|
| 5385 |
|
✗ |
float t = 0.0f; |
| 5386 |
|
✗ |
cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1); |
| 5387 |
|
|
|
| 5388 |
|
✗ |
if (!r) |
| 5389 |
|
|
{ |
| 5390 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load input time", fileName); |
| 5391 |
|
✗ |
continue; |
| 5392 |
|
|
} |
| 5393 |
|
|
|
| 5394 |
|
✗ |
animDuration = (t > animDuration)? t : animDuration; |
| 5395 |
|
|
} |
| 5396 |
|
|
|
| 5397 |
|
✗ |
strncpy(animations[i].name, animData.name, sizeof(animations[i].name)); |
| 5398 |
|
✗ |
animations[i].name[sizeof(animations[i].name) - 1] = '\0'; |
| 5399 |
|
|
|
| 5400 |
|
✗ |
animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY); |
| 5401 |
|
✗ |
animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *)); |
| 5402 |
|
|
|
| 5403 |
|
✗ |
for (int j = 0; j < animations[i].frameCount; j++) |
| 5404 |
|
|
{ |
| 5405 |
|
✗ |
animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform)); |
| 5406 |
|
✗ |
float time = ((float) j*GLTF_ANIMDELAY)/1000.0f; |
| 5407 |
|
|
|
| 5408 |
|
✗ |
for (int k = 0; k < animations[i].boneCount; k++) |
| 5409 |
|
|
{ |
| 5410 |
|
✗ |
Vector3 translation = {0, 0, 0}; |
| 5411 |
|
✗ |
Quaternion rotation = {0, 0, 0, 1}; |
| 5412 |
|
✗ |
Vector3 scale = {1, 1, 1}; |
| 5413 |
|
|
|
| 5414 |
|
✗ |
if (boneChannels[k].translate) |
| 5415 |
|
|
{ |
| 5416 |
|
✗ |
if (!GetPoseAtTimeGLTF(boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation)) |
| 5417 |
|
|
{ |
| 5418 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name); |
| 5419 |
|
|
} |
| 5420 |
|
|
} |
| 5421 |
|
|
|
| 5422 |
|
✗ |
if (boneChannels[k].rotate) |
| 5423 |
|
|
{ |
| 5424 |
|
✗ |
if (!GetPoseAtTimeGLTF(boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation)) |
| 5425 |
|
|
{ |
| 5426 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name); |
| 5427 |
|
|
} |
| 5428 |
|
|
} |
| 5429 |
|
|
|
| 5430 |
|
✗ |
if (boneChannels[k].scale) |
| 5431 |
|
|
{ |
| 5432 |
|
✗ |
if (!GetPoseAtTimeGLTF(boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale)) |
| 5433 |
|
|
{ |
| 5434 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name); |
| 5435 |
|
|
} |
| 5436 |
|
|
} |
| 5437 |
|
|
|
| 5438 |
|
✗ |
animations[i].framePoses[j][k] = (Transform){ |
| 5439 |
|
|
.translation = translation, |
| 5440 |
|
|
.rotation = rotation, |
| 5441 |
|
|
.scale = scale |
| 5442 |
|
|
}; |
| 5443 |
|
|
} |
| 5444 |
|
|
|
| 5445 |
|
✗ |
BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]); |
| 5446 |
|
|
} |
| 5447 |
|
|
|
| 5448 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, animData.name, animations[i].frameCount, animDuration); |
| 5449 |
|
✗ |
RL_FREE(boneChannels); |
| 5450 |
|
|
} |
| 5451 |
|
|
} |
| 5452 |
|
✗ |
else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count); |
| 5453 |
|
|
|
| 5454 |
|
✗ |
cgltf_free(data); |
| 5455 |
|
|
} |
| 5456 |
|
✗ |
UnloadFileData(fileData); |
| 5457 |
|
✗ |
return animations; |
| 5458 |
|
|
} |
| 5459 |
|
|
#endif |
| 5460 |
|
|
|
| 5461 |
|
|
#if defined(SUPPORT_FILEFORMAT_VOX) |
| 5462 |
|
|
// Load VOX (MagicaVoxel) mesh data |
| 5463 |
|
✗ |
static Model LoadVOX(const char *fileName) |
| 5464 |
|
|
{ |
| 5465 |
|
|
Model model = { 0 }; |
| 5466 |
|
|
|
| 5467 |
|
|
int nbvertices = 0; |
| 5468 |
|
|
int meshescount = 0; |
| 5469 |
|
✗ |
unsigned int fileSize = 0; |
| 5470 |
|
|
unsigned char *fileData = NULL; |
| 5471 |
|
|
|
| 5472 |
|
|
// Read vox file into buffer |
| 5473 |
|
✗ |
fileData = LoadFileData(fileName, &fileSize); |
| 5474 |
|
✗ |
if (fileData == 0) |
| 5475 |
|
|
{ |
| 5476 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load VOX file", fileName); |
| 5477 |
|
✗ |
return model; |
| 5478 |
|
|
} |
| 5479 |
|
|
|
| 5480 |
|
|
// Read and build voxarray description |
| 5481 |
|
✗ |
VoxArray3D voxarray = { 0 }; |
| 5482 |
|
✗ |
int ret = Vox_LoadFromMemory(fileData, fileSize, &voxarray); |
| 5483 |
|
|
|
| 5484 |
|
✗ |
if (ret != VOX_SUCCESS) |
| 5485 |
|
|
{ |
| 5486 |
|
|
// Error |
| 5487 |
|
✗ |
UnloadFileData(fileData); |
| 5488 |
|
|
|
| 5489 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load VOX data", fileName); |
| 5490 |
|
✗ |
return model; |
| 5491 |
|
|
} |
| 5492 |
|
|
else |
| 5493 |
|
|
{ |
| 5494 |
|
|
// Success: Compute meshes count |
| 5495 |
|
✗ |
nbvertices = voxarray.vertices.used; |
| 5496 |
|
✗ |
meshescount = 1 + (nbvertices/65536); |
| 5497 |
|
|
|
| 5498 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: [%s] VOX data loaded successfully : %i vertices/%i meshes", fileName, nbvertices, meshescount); |
| 5499 |
|
|
} |
| 5500 |
|
|
|
| 5501 |
|
|
// Build models from meshes |
| 5502 |
|
|
model.transform = MatrixIdentity(); |
| 5503 |
|
|
|
| 5504 |
|
|
model.meshCount = meshescount; |
| 5505 |
|
✗ |
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); |
| 5506 |
|
|
|
| 5507 |
|
✗ |
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
| 5508 |
|
|
|
| 5509 |
|
|
model.materialCount = 1; |
| 5510 |
|
✗ |
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); |
| 5511 |
|
✗ |
model.materials[0] = LoadMaterialDefault(); |
| 5512 |
|
|
|
| 5513 |
|
|
// Init model meshes |
| 5514 |
|
✗ |
int verticesRemain = voxarray.vertices.used; |
| 5515 |
|
|
int verticesMax = 65532; // 5461 voxels x 12 vertices per voxel -> 65532 (must be inf 65536) |
| 5516 |
|
|
|
| 5517 |
|
|
// 6*4 = 12 vertices per voxel |
| 5518 |
|
✗ |
Vector3 *pvertices = (Vector3 *)voxarray.vertices.array; |
| 5519 |
|
✗ |
Color *pcolors = (Color *)voxarray.colors.array; |
| 5520 |
|
|
|
| 5521 |
|
✗ |
unsigned short *pindices = voxarray.indices.array; // 5461*6*6 = 196596 indices max per mesh |
| 5522 |
|
|
|
| 5523 |
|
|
int size = 0; |
| 5524 |
|
|
|
| 5525 |
|
✗ |
for (int i = 0; i < meshescount; i++) |
| 5526 |
|
|
{ |
| 5527 |
|
✗ |
Mesh *pmesh = &model.meshes[i]; |
| 5528 |
|
|
memset(pmesh, 0, sizeof(Mesh)); |
| 5529 |
|
|
|
| 5530 |
|
|
// Copy vertices |
| 5531 |
|
✗ |
pmesh->vertexCount = (int)fmin(verticesMax, verticesRemain); |
| 5532 |
|
|
|
| 5533 |
|
✗ |
size = pmesh->vertexCount*sizeof(float)*3; |
| 5534 |
|
✗ |
pmesh->vertices = RL_MALLOC(size); |
| 5535 |
|
|
memcpy(pmesh->vertices, pvertices, size); |
| 5536 |
|
|
|
| 5537 |
|
|
// Copy indices |
| 5538 |
|
✗ |
size = voxarray.indices.used*sizeof(unsigned short); |
| 5539 |
|
✗ |
pmesh->indices = RL_MALLOC(size); |
| 5540 |
|
|
memcpy(pmesh->indices, pindices, size); |
| 5541 |
|
|
|
| 5542 |
|
✗ |
pmesh->triangleCount = (pmesh->vertexCount/4)*2; |
| 5543 |
|
|
|
| 5544 |
|
|
// Copy colors |
| 5545 |
|
✗ |
size = pmesh->vertexCount*sizeof(Color); |
| 5546 |
|
✗ |
pmesh->colors = RL_MALLOC(size); |
| 5547 |
|
|
memcpy(pmesh->colors, pcolors, size); |
| 5548 |
|
|
|
| 5549 |
|
|
// First material index |
| 5550 |
|
✗ |
model.meshMaterial[i] = 0; |
| 5551 |
|
|
|
| 5552 |
|
✗ |
verticesRemain -= verticesMax; |
| 5553 |
|
✗ |
pvertices += verticesMax; |
| 5554 |
|
✗ |
pcolors += verticesMax; |
| 5555 |
|
|
} |
| 5556 |
|
|
|
| 5557 |
|
|
// Free buffers |
| 5558 |
|
✗ |
Vox_FreeArrays(&voxarray); |
| 5559 |
|
✗ |
UnloadFileData(fileData); |
| 5560 |
|
|
|
| 5561 |
|
✗ |
return model; |
| 5562 |
|
|
} |
| 5563 |
|
|
#endif |
| 5564 |
|
|
|
| 5565 |
|
|
#if defined(SUPPORT_FILEFORMAT_M3D) |
| 5566 |
|
|
// Hook LoadFileData()/UnloadFileData() calls to M3D loaders |
| 5567 |
|
✗ |
unsigned char *m3d_loaderhook(char *fn, unsigned int *len) { return LoadFileData((const char *)fn, len); } |
| 5568 |
|
✗ |
void m3d_freehook(void *data) { UnloadFileData((unsigned char *)data); } |
| 5569 |
|
|
|
| 5570 |
|
|
// Load M3D mesh data |
| 5571 |
|
✗ |
static Model LoadM3D(const char *fileName) |
| 5572 |
|
|
{ |
| 5573 |
|
|
Model model = { 0 }; |
| 5574 |
|
|
|
| 5575 |
|
|
m3d_t *m3d = NULL; |
| 5576 |
|
|
m3dp_t *prop = NULL; |
| 5577 |
|
✗ |
unsigned int bytesRead = 0; |
| 5578 |
|
✗ |
unsigned char *fileData = LoadFileData(fileName, &bytesRead); |
| 5579 |
|
|
int i, j, k, l, n, mi = -2, vcolor = 0; |
| 5580 |
|
|
|
| 5581 |
|
✗ |
if (fileData != NULL) |
| 5582 |
|
|
{ |
| 5583 |
|
✗ |
m3d = m3d_load(fileData, m3d_loaderhook, m3d_freehook, NULL); |
| 5584 |
|
|
|
| 5585 |
|
✗ |
if (!m3d || M3D_ERR_ISFATAL(m3d->errcode)) |
| 5586 |
|
|
{ |
| 5587 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d ? m3d->errcode : -2); |
| 5588 |
|
✗ |
if (m3d) m3d_free(m3d); |
| 5589 |
|
✗ |
UnloadFileData(fileData); |
| 5590 |
|
✗ |
return model; |
| 5591 |
|
|
} |
| 5592 |
|
✗ |
else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i faces/%i materials", fileName, m3d->numface, m3d->nummaterial); |
| 5593 |
|
|
|
| 5594 |
|
|
// no face? this is probably just a material library |
| 5595 |
|
✗ |
if (!m3d->numface) |
| 5596 |
|
|
{ |
| 5597 |
|
✗ |
m3d_free(m3d); |
| 5598 |
|
✗ |
UnloadFileData(fileData); |
| 5599 |
|
✗ |
return model; |
| 5600 |
|
|
} |
| 5601 |
|
|
|
| 5602 |
|
✗ |
if (m3d->nummaterial > 0) |
| 5603 |
|
|
{ |
| 5604 |
|
✗ |
model.meshCount = model.materialCount = m3d->nummaterial; |
| 5605 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: model has %i material meshes", model.materialCount); |
| 5606 |
|
|
} |
| 5607 |
|
|
else |
| 5608 |
|
|
{ |
| 5609 |
|
|
model.meshCount = 1; model.materialCount = 0; |
| 5610 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: No materials, putting all meshes in a default material"); |
| 5611 |
|
|
} |
| 5612 |
|
|
|
| 5613 |
|
|
// We always need a default material, so we add +1 |
| 5614 |
|
✗ |
model.materialCount++; |
| 5615 |
|
|
|
| 5616 |
|
✗ |
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); |
| 5617 |
|
✗ |
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
| 5618 |
|
✗ |
model.materials = (Material *)RL_CALLOC(model.materialCount + 1, sizeof(Material)); |
| 5619 |
|
|
|
| 5620 |
|
|
// Map no material to index 0 with default shader, everything else materialid + 1 |
| 5621 |
|
✗ |
model.materials[0] = LoadMaterialDefault(); |
| 5622 |
|
|
|
| 5623 |
|
✗ |
for (i = l = 0, k = -1; i < (int)m3d->numface; i++, l++) |
| 5624 |
|
|
{ |
| 5625 |
|
|
// Materials are grouped together |
| 5626 |
|
✗ |
if (mi != m3d->face[i].materialid) |
| 5627 |
|
|
{ |
| 5628 |
|
|
// there should be only one material switch per material kind, but be bulletproof for non-optimal model files |
| 5629 |
|
✗ |
if (k + 1 >= model.meshCount) |
| 5630 |
|
|
{ |
| 5631 |
|
✗ |
model.meshCount++; |
| 5632 |
|
✗ |
model.meshes = (Mesh *)RL_REALLOC(model.meshes, model.meshCount*sizeof(Mesh)); |
| 5633 |
|
✗ |
memset(&model.meshes[model.meshCount - 1], 0, sizeof(Mesh)); |
| 5634 |
|
✗ |
model.meshMaterial = (int *)RL_REALLOC(model.meshMaterial, model.meshCount*sizeof(int)); |
| 5635 |
|
|
} |
| 5636 |
|
|
|
| 5637 |
|
|
k++; |
| 5638 |
|
✗ |
mi = m3d->face[i].materialid; |
| 5639 |
|
|
|
| 5640 |
|
|
// Only allocate colors VertexBuffer if there's a color vertex in the model for this material batch |
| 5641 |
|
|
// if all colors are fully transparent black for all verteces of this materal, then we assume no vertex colors |
| 5642 |
|
✗ |
for (j = i, l = vcolor = 0; (j < (int)m3d->numface) && (mi == m3d->face[j].materialid); j++, l++) |
| 5643 |
|
|
{ |
| 5644 |
|
✗ |
if (!m3d->vertex[m3d->face[j].vertex[0]].color || |
| 5645 |
|
✗ |
!m3d->vertex[m3d->face[j].vertex[1]].color || |
| 5646 |
|
✗ |
!m3d->vertex[m3d->face[j].vertex[2]].color) vcolor = 1; |
| 5647 |
|
|
} |
| 5648 |
|
|
|
| 5649 |
|
✗ |
model.meshes[k].vertexCount = l*3; |
| 5650 |
|
✗ |
model.meshes[k].triangleCount = l; |
| 5651 |
|
✗ |
model.meshes[k].vertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
| 5652 |
|
✗ |
model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); |
| 5653 |
|
✗ |
model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
| 5654 |
|
|
|
| 5655 |
|
|
// If no map is provided, or we have colors defined, we allocate storage for vertex colors |
| 5656 |
|
|
// M3D specs only consider vertex colors if no material is provided, however raylib uses both and mixes the colors |
| 5657 |
|
✗ |
if ((mi == M3D_UNDEF) || vcolor) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); |
| 5658 |
|
|
|
| 5659 |
|
✗ |
if (m3d->numbone && m3d->numskin) |
| 5660 |
|
|
{ |
| 5661 |
|
✗ |
model.meshes[k].boneIds = (unsigned char *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); |
| 5662 |
|
✗ |
model.meshes[k].boneWeights = (float *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(float)); |
| 5663 |
|
✗ |
model.meshes[k].animVertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
| 5664 |
|
✗ |
model.meshes[k].animNormals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
| 5665 |
|
|
} |
| 5666 |
|
|
|
| 5667 |
|
✗ |
model.meshMaterial[k] = mi + 1; |
| 5668 |
|
|
l = 0; |
| 5669 |
|
|
} |
| 5670 |
|
|
|
| 5671 |
|
|
// Process meshes per material, add triangles |
| 5672 |
|
✗ |
model.meshes[k].vertices[l*9 + 0] = m3d->vertex[m3d->face[i].vertex[0]].x*m3d->scale; |
| 5673 |
|
✗ |
model.meshes[k].vertices[l*9 + 1] = m3d->vertex[m3d->face[i].vertex[0]].y*m3d->scale; |
| 5674 |
|
✗ |
model.meshes[k].vertices[l*9 + 2] = m3d->vertex[m3d->face[i].vertex[0]].z*m3d->scale; |
| 5675 |
|
✗ |
model.meshes[k].vertices[l*9 + 3] = m3d->vertex[m3d->face[i].vertex[1]].x*m3d->scale; |
| 5676 |
|
✗ |
model.meshes[k].vertices[l*9 + 4] = m3d->vertex[m3d->face[i].vertex[1]].y*m3d->scale; |
| 5677 |
|
✗ |
model.meshes[k].vertices[l*9 + 5] = m3d->vertex[m3d->face[i].vertex[1]].z*m3d->scale; |
| 5678 |
|
✗ |
model.meshes[k].vertices[l*9 + 6] = m3d->vertex[m3d->face[i].vertex[2]].x*m3d->scale; |
| 5679 |
|
✗ |
model.meshes[k].vertices[l*9 + 7] = m3d->vertex[m3d->face[i].vertex[2]].y*m3d->scale; |
| 5680 |
|
✗ |
model.meshes[k].vertices[l*9 + 8] = m3d->vertex[m3d->face[i].vertex[2]].z*m3d->scale; |
| 5681 |
|
|
|
| 5682 |
|
|
// without vertex color (full transparency), we use the default color |
| 5683 |
|
✗ |
if (model.meshes[k].colors != NULL) |
| 5684 |
|
|
{ |
| 5685 |
|
✗ |
if (m3d->vertex[m3d->face[i].vertex[0]].color & 0xFF000000) |
| 5686 |
|
✗ |
memcpy(&model.meshes[k].colors[l*12 + 0], &m3d->vertex[m3d->face[i].vertex[0]].color, 4); |
| 5687 |
|
✗ |
if (m3d->vertex[m3d->face[i].vertex[1]].color & 0xFF000000) |
| 5688 |
|
✗ |
memcpy(&model.meshes[k].colors[l*12 + 4], &m3d->vertex[m3d->face[i].vertex[1]].color, 4); |
| 5689 |
|
✗ |
if (m3d->vertex[m3d->face[i].vertex[2]].color & 0xFF000000) |
| 5690 |
|
✗ |
memcpy(&model.meshes[k].colors[l*12 + 8], &m3d->vertex[m3d->face[i].vertex[2]].color, 4); |
| 5691 |
|
|
} |
| 5692 |
|
|
|
| 5693 |
|
✗ |
if (m3d->face[i].texcoord[0] != M3D_UNDEF) |
| 5694 |
|
|
{ |
| 5695 |
|
✗ |
model.meshes[k].texcoords[l*6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u; |
| 5696 |
|
✗ |
model.meshes[k].texcoords[l*6 + 1] = 1.0f - m3d->tmap[m3d->face[i].texcoord[0]].v; |
| 5697 |
|
✗ |
model.meshes[k].texcoords[l*6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u; |
| 5698 |
|
✗ |
model.meshes[k].texcoords[l*6 + 3] = 1.0f - m3d->tmap[m3d->face[i].texcoord[1]].v; |
| 5699 |
|
✗ |
model.meshes[k].texcoords[l*6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u; |
| 5700 |
|
✗ |
model.meshes[k].texcoords[l*6 + 5] = 1.0f - m3d->tmap[m3d->face[i].texcoord[2]].v; |
| 5701 |
|
|
} |
| 5702 |
|
|
|
| 5703 |
|
✗ |
if (m3d->face[i].normal[0] != M3D_UNDEF) |
| 5704 |
|
|
{ |
| 5705 |
|
✗ |
model.meshes[k].normals[l*9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x; |
| 5706 |
|
✗ |
model.meshes[k].normals[l*9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y; |
| 5707 |
|
✗ |
model.meshes[k].normals[l*9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z; |
| 5708 |
|
✗ |
model.meshes[k].normals[l*9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x; |
| 5709 |
|
✗ |
model.meshes[k].normals[l*9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y; |
| 5710 |
|
✗ |
model.meshes[k].normals[l*9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z; |
| 5711 |
|
✗ |
model.meshes[k].normals[l*9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x; |
| 5712 |
|
✗ |
model.meshes[k].normals[l*9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y; |
| 5713 |
|
✗ |
model.meshes[k].normals[l*9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z; |
| 5714 |
|
|
} |
| 5715 |
|
|
|
| 5716 |
|
|
// Add skin (vertex / bone weight pairs) |
| 5717 |
|
✗ |
if (m3d->numbone && m3d->numskin) |
| 5718 |
|
|
{ |
| 5719 |
|
✗ |
for (n = 0; n < 3; n++) |
| 5720 |
|
|
{ |
| 5721 |
|
✗ |
int skinid = m3d->vertex[m3d->face[i].vertex[n]].skinid; |
| 5722 |
|
|
|
| 5723 |
|
|
// Check if there is a skin for this mesh, should be, just failsafe |
| 5724 |
|
✗ |
if (skinid != M3D_UNDEF && skinid < (int)m3d->numskin) |
| 5725 |
|
|
{ |
| 5726 |
|
✗ |
for (j = 0; j < 4; j++) |
| 5727 |
|
|
{ |
| 5728 |
|
✗ |
model.meshes[k].boneIds[l*12 + n*4 + j] = m3d->skin[skinid].boneid[j]; |
| 5729 |
|
✗ |
model.meshes[k].boneWeights[l*12 + n*4 + j] = m3d->skin[skinid].weight[j]; |
| 5730 |
|
|
} |
| 5731 |
|
|
} |
| 5732 |
|
|
else |
| 5733 |
|
|
{ |
| 5734 |
|
|
// raylib does not handle boneless meshes with skeletal animations, so |
| 5735 |
|
|
// we put all vertices without a bone into a special "no bone" bone |
| 5736 |
|
✗ |
model.meshes[k].boneIds[l*12 + n*4] = m3d->numbone; |
| 5737 |
|
✗ |
model.meshes[k].boneWeights[l*12 + n*4] = 1.0f; |
| 5738 |
|
|
} |
| 5739 |
|
|
} |
| 5740 |
|
|
} |
| 5741 |
|
|
} |
| 5742 |
|
|
|
| 5743 |
|
|
// Load materials |
| 5744 |
|
✗ |
for (i = 0; i < (int)m3d->nummaterial; i++) |
| 5745 |
|
|
{ |
| 5746 |
|
✗ |
model.materials[i + 1] = LoadMaterialDefault(); |
| 5747 |
|
|
|
| 5748 |
|
✗ |
for (j = 0; j < m3d->material[i].numprop; j++) |
| 5749 |
|
|
{ |
| 5750 |
|
✗ |
prop = &m3d->material[i].prop[j]; |
| 5751 |
|
|
|
| 5752 |
|
✗ |
switch (prop->type) |
| 5753 |
|
|
{ |
| 5754 |
|
✗ |
case m3dp_Kd: |
| 5755 |
|
|
{ |
| 5756 |
|
✗ |
memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].color, &prop->value.color, 4); |
| 5757 |
|
✗ |
model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; |
| 5758 |
|
✗ |
} break; |
| 5759 |
|
✗ |
case m3dp_Ks: |
| 5760 |
|
|
{ |
| 5761 |
|
✗ |
memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].color, &prop->value.color, 4); |
| 5762 |
|
|
} break; |
| 5763 |
|
✗ |
case m3dp_Ns: |
| 5764 |
|
|
{ |
| 5765 |
|
✗ |
model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].value = prop->value.fnum; |
| 5766 |
|
✗ |
} break; |
| 5767 |
|
✗ |
case m3dp_Ke: |
| 5768 |
|
|
{ |
| 5769 |
|
✗ |
memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].color, &prop->value.color, 4); |
| 5770 |
|
✗ |
model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].value = 0.0f; |
| 5771 |
|
✗ |
} break; |
| 5772 |
|
✗ |
case m3dp_Pm: |
| 5773 |
|
|
{ |
| 5774 |
|
✗ |
model.materials[i + 1].maps[MATERIAL_MAP_METALNESS].value = prop->value.fnum; |
| 5775 |
|
✗ |
} break; |
| 5776 |
|
✗ |
case m3dp_Pr: |
| 5777 |
|
|
{ |
| 5778 |
|
✗ |
model.materials[i + 1].maps[MATERIAL_MAP_ROUGHNESS].value = prop->value.fnum; |
| 5779 |
|
✗ |
} break; |
| 5780 |
|
✗ |
case m3dp_Ps: |
| 5781 |
|
|
{ |
| 5782 |
|
✗ |
model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].color = WHITE; |
| 5783 |
|
✗ |
model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].value = prop->value.fnum; |
| 5784 |
|
✗ |
} break; |
| 5785 |
|
✗ |
default: |
| 5786 |
|
|
{ |
| 5787 |
|
✗ |
if (prop->type >= 128) |
| 5788 |
|
|
{ |
| 5789 |
|
|
Image image = { 0 }; |
| 5790 |
|
✗ |
image.data = m3d->texture[prop->value.textureid].d; |
| 5791 |
|
✗ |
image.width = m3d->texture[prop->value.textureid].w; |
| 5792 |
|
✗ |
image.height = m3d->texture[prop->value.textureid].h; |
| 5793 |
|
✗ |
image.mipmaps = 1; |
| 5794 |
|
✗ |
image.format = (m3d->texture[prop->value.textureid].f == 4)? PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : |
| 5795 |
|
✗ |
((m3d->texture[prop->value.textureid].f == 3)? PIXELFORMAT_UNCOMPRESSED_R8G8B8 : |
| 5796 |
|
✗ |
((m3d->texture[prop->value.textureid].f == 2)? PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)); |
| 5797 |
|
|
|
| 5798 |
|
|
switch (prop->type) |
| 5799 |
|
|
{ |
| 5800 |
|
✗ |
case m3dp_map_Kd: model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTextureFromImage(image); break; |
| 5801 |
|
✗ |
case m3dp_map_Ks: model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].texture = LoadTextureFromImage(image); break; |
| 5802 |
|
✗ |
case m3dp_map_Ke: model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(image); break; |
| 5803 |
|
✗ |
case m3dp_map_Km: model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(image); break; |
| 5804 |
|
✗ |
case m3dp_map_Ka: model.materials[i + 1].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(image); break; |
| 5805 |
|
✗ |
case m3dp_map_Pm: model.materials[i + 1].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(image); break; |
| 5806 |
|
|
default: break; |
| 5807 |
|
|
} |
| 5808 |
|
|
} |
| 5809 |
|
|
} break; |
| 5810 |
|
|
} |
| 5811 |
|
|
} |
| 5812 |
|
|
} |
| 5813 |
|
|
|
| 5814 |
|
|
// Load bones |
| 5815 |
|
✗ |
if (m3d->numbone) |
| 5816 |
|
|
{ |
| 5817 |
|
✗ |
model.boneCount = m3d->numbone + 1; |
| 5818 |
|
✗ |
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo)); |
| 5819 |
|
✗ |
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform)); |
| 5820 |
|
|
|
| 5821 |
|
✗ |
for (i = 0; i < (int)m3d->numbone; i++) |
| 5822 |
|
|
{ |
| 5823 |
|
✗ |
model.bones[i].parent = m3d->bone[i].parent; |
| 5824 |
|
✗ |
strncpy(model.bones[i].name, m3d->bone[i].name, sizeof(model.bones[i].name)); |
| 5825 |
|
✗ |
model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x*m3d->scale; |
| 5826 |
|
✗ |
model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y*m3d->scale; |
| 5827 |
|
✗ |
model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z*m3d->scale; |
| 5828 |
|
✗ |
model.bindPose[i].rotation.x = m3d->vertex[m3d->bone[i].ori].x; |
| 5829 |
|
✗ |
model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y; |
| 5830 |
|
✗ |
model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z; |
| 5831 |
|
✗ |
model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w; |
| 5832 |
|
|
|
| 5833 |
|
|
// TODO: If the orientation quaternion is not normalized, then that's encoding scaling |
| 5834 |
|
✗ |
model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation); |
| 5835 |
|
✗ |
model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f; |
| 5836 |
|
|
|
| 5837 |
|
|
// Child bones are stored in parent bone relative space, convert that into model space |
| 5838 |
|
✗ |
if (model.bones[i].parent >= 0) |
| 5839 |
|
|
{ |
| 5840 |
|
✗ |
model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); |
| 5841 |
|
✗ |
model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); |
| 5842 |
|
✗ |
model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); |
| 5843 |
|
✗ |
model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); |
| 5844 |
|
|
} |
| 5845 |
|
|
} |
| 5846 |
|
|
|
| 5847 |
|
|
// Add a special "no bone" bone |
| 5848 |
|
✗ |
model.bones[i].parent = -1; |
| 5849 |
|
✗ |
strcpy(model.bones[i].name, "NO BONE"); |
| 5850 |
|
✗ |
model.bindPose[i].translation.x = 0.0f; |
| 5851 |
|
✗ |
model.bindPose[i].translation.y = 0.0f; |
| 5852 |
|
✗ |
model.bindPose[i].translation.z = 0.0f; |
| 5853 |
|
✗ |
model.bindPose[i].rotation.x = 0.0f; |
| 5854 |
|
✗ |
model.bindPose[i].rotation.y = 0.0f; |
| 5855 |
|
✗ |
model.bindPose[i].rotation.z = 0.0f; |
| 5856 |
|
✗ |
model.bindPose[i].rotation.w = 1.0f; |
| 5857 |
|
✗ |
model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f; |
| 5858 |
|
|
} |
| 5859 |
|
|
|
| 5860 |
|
|
// Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets |
| 5861 |
|
|
// called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty). |
| 5862 |
|
✗ |
if (m3d->numbone && m3d->numskin) |
| 5863 |
|
|
{ |
| 5864 |
|
✗ |
for(i = 0; i < model.meshCount; i++) |
| 5865 |
|
|
{ |
| 5866 |
|
✗ |
memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float)); |
| 5867 |
|
✗ |
memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float)); |
| 5868 |
|
|
} |
| 5869 |
|
|
} |
| 5870 |
|
|
|
| 5871 |
|
✗ |
m3d_free(m3d); |
| 5872 |
|
✗ |
UnloadFileData(fileData); |
| 5873 |
|
|
} |
| 5874 |
|
|
|
| 5875 |
|
✗ |
return model; |
| 5876 |
|
|
} |
| 5877 |
|
|
|
| 5878 |
|
|
#define M3D_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) |
| 5879 |
|
|
|
| 5880 |
|
|
// Load M3D animation data |
| 5881 |
|
✗ |
static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount) |
| 5882 |
|
|
{ |
| 5883 |
|
|
m3d_t *m3d = NULL; |
| 5884 |
|
✗ |
unsigned int bytesRead = 0; |
| 5885 |
|
✗ |
unsigned char *fileData = LoadFileData(fileName, &bytesRead); |
| 5886 |
|
|
ModelAnimation *animations = NULL; |
| 5887 |
|
|
int i = 0, j = 0; |
| 5888 |
|
|
|
| 5889 |
|
✗ |
*animCount = 0; |
| 5890 |
|
|
|
| 5891 |
|
✗ |
if (fileData != NULL) |
| 5892 |
|
|
{ |
| 5893 |
|
✗ |
m3d = m3d_load(fileData, m3d_loaderhook, m3d_freehook, NULL); |
| 5894 |
|
|
|
| 5895 |
|
✗ |
if (!m3d || M3D_ERR_ISFATAL(m3d->errcode)) |
| 5896 |
|
|
{ |
| 5897 |
|
✗ |
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d ? m3d->errcode : -2); |
| 5898 |
|
✗ |
UnloadFileData(fileData); |
| 5899 |
|
✗ |
return NULL; |
| 5900 |
|
|
} |
| 5901 |
|
✗ |
else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i animations, %i bones, %i skins", fileName, |
| 5902 |
|
|
m3d->numaction, m3d->numbone, m3d->numskin); |
| 5903 |
|
|
|
| 5904 |
|
|
// No animation or bone+skin? |
| 5905 |
|
✗ |
if (!m3d->numaction || !m3d->numbone || !m3d->numskin) |
| 5906 |
|
|
{ |
| 5907 |
|
✗ |
m3d_free(m3d); |
| 5908 |
|
✗ |
UnloadFileData(fileData); |
| 5909 |
|
✗ |
return NULL; |
| 5910 |
|
|
} |
| 5911 |
|
|
|
| 5912 |
|
✗ |
animations = RL_MALLOC(m3d->numaction*sizeof(ModelAnimation)); |
| 5913 |
|
✗ |
*animCount = m3d->numaction; |
| 5914 |
|
|
|
| 5915 |
|
✗ |
for (unsigned int a = 0; a < m3d->numaction; a++) |
| 5916 |
|
|
{ |
| 5917 |
|
✗ |
animations[a].frameCount = m3d->action[a].durationmsec / M3D_ANIMDELAY; |
| 5918 |
|
✗ |
animations[a].boneCount = m3d->numbone + 1; |
| 5919 |
|
✗ |
animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo)); |
| 5920 |
|
✗ |
animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *)); |
| 5921 |
|
|
// strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name)); |
| 5922 |
|
✗ |
TRACELOG(LOG_INFO, "MODEL: [%s] animation #%i: %i msec, %i frames", fileName, a, m3d->action[a].durationmsec, animations[a].frameCount); |
| 5923 |
|
|
|
| 5924 |
|
✗ |
for (i = 0; i < (int)m3d->numbone; i++) |
| 5925 |
|
|
{ |
| 5926 |
|
✗ |
animations[a].bones[i].parent = m3d->bone[i].parent; |
| 5927 |
|
✗ |
strncpy(animations[a].bones[i].name, m3d->bone[i].name, sizeof(animations[a].bones[i].name)); |
| 5928 |
|
|
} |
| 5929 |
|
|
|
| 5930 |
|
|
// A special, never transformed "no bone" bone, used for boneless vertices |
| 5931 |
|
✗ |
animations[a].bones[i].parent = -1; |
| 5932 |
|
✗ |
strcpy(animations[a].bones[i].name, "NO BONE"); |
| 5933 |
|
|
|
| 5934 |
|
|
// M3D stores frames at arbitrary intervals with sparse skeletons. We need full skeletons at |
| 5935 |
|
|
// regular intervals, so let the M3D SDK do the heavy lifting and calculate interpolated bones |
| 5936 |
|
✗ |
for (i = 0; i < animations[a].frameCount; i++) |
| 5937 |
|
|
{ |
| 5938 |
|
✗ |
animations[a].framePoses[i] = RL_MALLOC((m3d->numbone + 1)*sizeof(Transform)); |
| 5939 |
|
|
|
| 5940 |
|
✗ |
m3db_t *pose = m3d_pose(m3d, a, i*M3D_ANIMDELAY); |
| 5941 |
|
|
|
| 5942 |
|
✗ |
if (pose != NULL) |
| 5943 |
|
|
{ |
| 5944 |
|
✗ |
for (j = 0; j < (int)m3d->numbone; j++) |
| 5945 |
|
|
{ |
| 5946 |
|
✗ |
animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x*m3d->scale; |
| 5947 |
|
✗ |
animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y*m3d->scale; |
| 5948 |
|
✗ |
animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z*m3d->scale; |
| 5949 |
|
✗ |
animations[a].framePoses[i][j].rotation.x = m3d->vertex[pose[j].ori].x; |
| 5950 |
|
✗ |
animations[a].framePoses[i][j].rotation.y = m3d->vertex[pose[j].ori].y; |
| 5951 |
|
✗ |
animations[a].framePoses[i][j].rotation.z = m3d->vertex[pose[j].ori].z; |
| 5952 |
|
✗ |
animations[a].framePoses[i][j].rotation.w = m3d->vertex[pose[j].ori].w; |
| 5953 |
|
✗ |
animations[a].framePoses[i][j].rotation = QuaternionNormalize(animations[a].framePoses[i][j].rotation); |
| 5954 |
|
✗ |
animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f; |
| 5955 |
|
|
|
| 5956 |
|
|
// Child bones are stored in parent bone relative space, convert that into model space |
| 5957 |
|
✗ |
if (animations[a].bones[j].parent >= 0) |
| 5958 |
|
|
{ |
| 5959 |
|
✗ |
animations[a].framePoses[i][j].rotation = QuaternionMultiply(animations[a].framePoses[i][animations[a].bones[j].parent].rotation, animations[a].framePoses[i][j].rotation); |
| 5960 |
|
✗ |
animations[a].framePoses[i][j].translation = Vector3RotateByQuaternion(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].rotation); |
| 5961 |
|
✗ |
animations[a].framePoses[i][j].translation = Vector3Add(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].translation); |
| 5962 |
|
✗ |
animations[a].framePoses[i][j].scale = Vector3Multiply(animations[a].framePoses[i][j].scale, animations[a].framePoses[i][animations[a].bones[j].parent].scale); |
| 5963 |
|
|
} |
| 5964 |
|
|
} |
| 5965 |
|
|
|
| 5966 |
|
|
// Default transform for the "no bone" bone |
| 5967 |
|
✗ |
animations[a].framePoses[i][j].translation.x = 0.0f; |
| 5968 |
|
✗ |
animations[a].framePoses[i][j].translation.y = 0.0f; |
| 5969 |
|
✗ |
animations[a].framePoses[i][j].translation.z = 0.0f; |
| 5970 |
|
✗ |
animations[a].framePoses[i][j].rotation.x = 0.0f; |
| 5971 |
|
✗ |
animations[a].framePoses[i][j].rotation.y = 0.0f; |
| 5972 |
|
✗ |
animations[a].framePoses[i][j].rotation.z = 0.0f; |
| 5973 |
|
✗ |
animations[a].framePoses[i][j].rotation.w = 1.0f; |
| 5974 |
|
✗ |
animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f; |
| 5975 |
|
✗ |
RL_FREE(pose); |
| 5976 |
|
|
} |
| 5977 |
|
|
} |
| 5978 |
|
|
} |
| 5979 |
|
|
|
| 5980 |
|
✗ |
m3d_free(m3d); |
| 5981 |
|
✗ |
UnloadFileData(fileData); |
| 5982 |
|
|
} |
| 5983 |
|
|
|
| 5984 |
|
|
return animations; |
| 5985 |
|
|
} |
| 5986 |
|
|
#endif |
| 5987 |
|
|
|
| 5988 |
|
|
#endif // SUPPORT_MODULE_RMODELS |
| 5989 |
|
|
|