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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 |
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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 |
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#endif |
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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); |
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} |
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} |
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rlEnd(); |
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} |
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// Draw cube |
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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) |
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{ |
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float x = 0.0f; |
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float y = 0.0f; |
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float z = 0.0f; |
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rlPushMatrix(); |
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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); |
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//rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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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 |
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right |
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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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// Back 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); // Top 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 Right |
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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 |
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// Top face |
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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 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 Right |
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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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// Bottom face |
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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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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); // Top Right |
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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 |
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// Right face |
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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 Right |
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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 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 |
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// Left face |
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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 |
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right |
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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); // Top Left |
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right |
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rlEnd(); |
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✗ |
rlPopMatrix(); |
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} |
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// Draw cube (Vector version) |
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|
✗ |
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 |
|
|
|