raylib/src/models.c

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/*********************************************************************************************
*
* raylib.models
*
* Basic functions to draw 3d shapes and load/draw 3d models (.OBJ)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include <GL/gl.h> // OpenGL functions
#include <stdio.h> // Standard input/output functions, used to read model files data
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <math.h> // Used for sin, cos, tan
#include "vector3.h" // Basic Vector3 functions
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Matrix type (OpenGL style 4x4 - right handed)
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// It's lonely here...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
static void MatrixTranspose(Matrix *mat);
static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
//glRotatef(rotation, 0.0f, 1.0f, 0.0f);
//glScalef(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glColor4ub(color.r, color.g, color.b, color.a);
// Front Face
glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, height/2, lenght/2); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, height/2, lenght/2); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, -height/2, -lenght/2); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
glEnd();
glPopMatrix();
}
// Draw cube (Vector version)
void DrawCubeV(Vector3 position, Vector3 size, Color color)
{
DrawCube(position, size.x, size.y, size.z, color);
}
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
DrawCube(position, width, height, lenght, color);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw sphere
void DrawSphere(Vector3 centerPos, float radius, Color color)
{
DrawSphereEx(centerPos, radius, 16, 16, color);
}
// Draw sphere with extended parameters
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
float lat0, z0, zr0;
float lat1, z1, zr1;
float lng, x, y;
glPushMatrix();
glTranslatef(centerPos.x, centerPos.y, centerPos.z);
glRotatef(90, 1, 0, 0);
glScalef(radius, radius, radius);
glBegin(GL_QUAD_STRIP);
glColor4ub(color.r, color.g, color.b, color.a);
for(int i = 0; i <= rings; i++)
{
lat0 = PI * (-0.5 + (float)(i - 1) / rings);
z0 = sin(lat0);
zr0 = cos(lat0);
lat1 = PI * (-0.5 + (float)i / rings);
z1 = sin(lat1);
zr1 = cos(lat1);
for(int j = 0; j <= slices; j++)
{
lng = 2 * PI * (float)(j - 1) / slices;
x = cos(lng);
y = sin(lng);
glNormal3f(x * zr0, y * zr0, z0);
glVertex3f(x * zr0, y * zr0, z0);
glNormal3f(x * zr1, y * zr1, z1);
glVertex3f(x * zr1, y * zr1, z1);
}
}
glEnd();
glPopMatrix();
}
// Draw sphere wires
void DrawSphereWires(Vector3 centerPos, float radius, Color color)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
DrawSphere(centerPos, radius, color);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw a cylinder/cone
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) // Could be used for pyramid and cone!
{
Vector3 a = { position.x, position.y + height, position.z };
Vector3 d = { 0.0f, 1.0f, 0.0f };
Vector3 p;
Vector3 c = { a.x + (-d.x * height), a.y + (-d.y * height), a.z + (-d.z * height) }; //= a + (-d * h);
Vector3 e0 = VectorPerpendicular(d);
Vector3 e1 = VectorCrossProduct(e0, d);
float angInc = 360.0 / slices * DEG2RAD;
if (radiusTop == 0) // Draw pyramid or cone
{
//void drawCone(const Vector3 &d, const Vector3 &a, const float h, const float rd, const int n)
//d axis defined as a normalized vector from base to apex
//a position of apex (top point)
//h height
//rd radius of directrix
//n number of radial "slices"
glPushMatrix();
//glTranslatef(centerPos.x, centerPos.y, centerPos.z);
//glRotatef(degrees, 0.0f, 1.0f, 0.0f);
//glScalef(1.0f, 1.0f, 1.0f);
// Draw cone top
glBegin(GL_TRIANGLE_FAN);
glColor4ub(color.r, color.g, color.b, color.a);
glVertex3f(a.x, a.y, a.z);
for (int i = 0; i <= slices; i++)
{
float rad = angInc * i;
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
glVertex3f(p.x, p.y, p.z);
}
glEnd();
// Draw cone bottom
glBegin(GL_TRIANGLE_FAN);
glColor4ub(color.r, color.g, color.b, color.a);
glVertex3f(c.x, c.y, c.z);
for (int i = slices; i >= 0; i--)
{
float rad = angInc * i;
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
glVertex3f(p.x, p.y, p.z);
}
glEnd();
glPopMatrix();
}
else // Draw cylinder
{
glPushMatrix();
//glTranslatef(centerPos.x, centerPos.y, centerPos.z);
//glRotatef(degrees, 0.0f, 1.0f, 0.0f);
//glScalef(1.0f, 1.0f, 1.0f);
// Draw cylinder top (pointed cap)
glBegin(GL_TRIANGLE_FAN);
glColor4ub(color.r, color.g, color.b, color.a);
glVertex3f(c.x, c.y + height, c.z);
for (int i = slices; i >= 0; i--)
{
float rad = angInc * i;
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
glVertex3f(p.x, p.y, p.z);
}
glEnd();
// Draw cylinder sides
glBegin(GL_TRIANGLE_STRIP);
glColor4ub(color.r, color.g, color.b, color.a);
for (int i = slices; i >= 0; i--)
{
float rad = angInc * i;
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
glVertex3f(p.x, p.y, p.z);
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
glVertex3f(p.x, p.y, p.z);
}
glEnd();
// Draw cylinder bottom
glBegin(GL_TRIANGLE_FAN);
glColor4ub(color.r, color.g, color.b, color.a);
glVertex3f(c.x, c.y, c.z);
for (int i = slices; i >= 0; i--)
{
float rad = angInc * i;
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
glVertex3f(p.x, p.y, p.z);
}
glEnd();
glPopMatrix();
}
}
// Draw a cylinder/cone wires
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
DrawCylinder(position, radiusTop, radiusBottom, height, slices, color);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
{
// NOTE: Plane is always created on XZ ground and then rotated
glPushMatrix();
glTranslatef(centerPos.x, centerPos.y, centerPos.z);
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
glRotatef(rotation.x, 1, 0, 0);
glRotatef(rotation.y, 0, 1, 0);
glRotatef(rotation.z, 0, 0, 1);
glScalef(size.x, 1.0f, size.y);
glBegin(GL_QUADS);
glColor4ub(color.r, color.g, color.b, color.a);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.0f, -0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.0f, -0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.0f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.0f, 0.5f);
glEnd();
glPopMatrix();
}
// Draw a plane with divisions
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color)
{
float quadWidth = size.x / slicesX;
float quadLenght = size.y / slicesZ;
float texPieceW = 1 / size.x;
float texPieceH = 1 / size.y;
// NOTE: Plane is always created on XZ ground and then rotated
glPushMatrix();
glTranslatef(-size.x / 2, 0.0f, -size.y / 2);
glTranslatef(centerPos.x, centerPos.y, centerPos.z);
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
glRotatef(rotation.x, 1, 0, 0);
glRotatef(rotation.y, 0, 1, 0);
glRotatef(rotation.z, 0, 0, 1);
glBegin(GL_QUADS);
glColor4ub(color.r, color.g, color.b, color.a);
glNormal3f(0.0f, 1.0f, 0.0f);
for (int z = 0; z < slicesZ; z++)
{
for (int x = 0; x < slicesX; x++)
{
// Draw the plane quad by quad (with textcoords)
glTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
glTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
}
}
glEnd();
glPopMatrix();
}
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
glPushMatrix();
glScalef(spacing, 1.0f, spacing);
glBegin(GL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0) glColor3f(0.5f, 0.5f, 0.5f);
else glColor3f(0.75f, 0.75f, 0.75f);
glVertex3f((float)i, 0.0f, (float)-halfSlices);
glVertex3f((float)i, 0.0f, (float)halfSlices);
glVertex3f((float)-halfSlices, 0.0f, (float)i);
glVertex3f((float)halfSlices, 0.0f, (float)i);
}
glEnd();
glPopMatrix();
//glDisable(GL_LINE_SMOOTH);
}
// Draw gizmo (with or without orbits)
void DrawGizmo(Vector3 position, bool orbits)
{
// NOTE: RGB = XYZ
float lenght = 1.0f;
float radius = 1.0f;
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
//glRotatef(rotation, 0, 1, 0);
glScalef(lenght, lenght, lenght);
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
if (orbits)
{
glBegin(GL_LINE_LOOP);
glColor4f(1.0f, 0.0f, 0.0f, 0.4f);
for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, 0, cos(DEG2RAD*i) * radius);
glEnd();
glBegin(GL_LINE_LOOP);
glColor4f(0.0f, 1.0f, 0.0f, 0.4f);
for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius, 0);
glEnd();
glBegin(GL_LINE_LOOP);
glColor4f(0.0f, 0.0f, 1.0f, 0.4f);
for (int i=0; i < 360; i++) glVertex3f(0, sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
glEnd();
}
glPopMatrix();
//glDisable(GL_LINE_SMOOTH);
}
// Load a 3d model (.OBJ)
// TODO: Add comments explaining this function process
Model LoadModel(const char *fileName)
{
Model model;
char dataType;
char comments[200];
int numVertex = 0;
int numNormals = 0;
int numTexCoords = 0;
int numTriangles = 0;
FILE* objFile;
objFile = fopen(fileName, "rt");
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
{
case '#': // It's a comment
{
fgets(comments, 200, objFile);
} break;
case 'v':
{
fscanf(objFile, "%c", &dataType);
if (dataType == 't') // Read texCoord
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numTexCoords);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
}
else if (dataType == 'n') // Read normals
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numNormals);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
}
else // Read vertex
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numVertex);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
}
} break;
case 'f':
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'f')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numTriangles);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
} break;
default: break;
}
}
Vector3 midVertices[numVertex];
Vector3 midNormals[numNormals];
Vector2 midTexCoords[numTexCoords];
model.numVertices = numTriangles*3;
model.vertices = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
model.normals = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
model.texcoords = (Vector2 *)malloc(model.numVertices * sizeof(Vector2));
int countVertex = 0;
int countNormals = 0;
int countTexCoords = 0;
int countMaxVertex = 0;
rewind(objFile);
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
{
case '#':
{
fgets(comments, 200, objFile);
} break;
case 'v':
{
fscanf(objFile, "%c", &dataType);
if (dataType == 't') // Read texCoord
{
float useless = 0;
fscanf(objFile, "%f %f %f", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y, &useless);
countTexCoords++;
fscanf(objFile, "%c", &dataType);
}
else if (dataType == 'n') // Read normals
{
fscanf(objFile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z );
countNormals++;
fscanf(objFile, "%c", &dataType);
}
else // Read vertex
{
fscanf(objFile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z );
countVertex++;
fscanf(objFile, "%c", &dataType);
}
} break;
case 'f':
{
int vNum, vtNum, vnNum;
fscanf(objFile, "%c", &dataType);
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
model.vertices[countMaxVertex] = midVertices[vNum-1];
model.normals[countMaxVertex] = midNormals[vnNum-1];
model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x;
model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
countMaxVertex++;
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
model.vertices[countMaxVertex] = midVertices[vNum-1];
model.normals[countMaxVertex] = midNormals[vnNum-1];
model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x;
model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
countMaxVertex++;
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
model.vertices[countMaxVertex] = midVertices[vNum-1];
model.normals[countMaxVertex] = midNormals[vnNum-1];
model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x;
model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
countMaxVertex++;
} break;
default: break;
}
}
fclose(objFile);
return model;
}
// Load a heightmap image as a 3d model
Model LoadHeightmap(Image heightmap, float maxHeight)
{
Model model;
int mapX = heightmap.width;
int mapZ = heightmap.height;
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
model.numVertices = numTriangles*3;
model.vertices = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
model.normals = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
model.texcoords = (Vector2 *)malloc(model.numVertices * sizeof(Vector2));
int vCounter = 0;
int trisCounter = 0;
float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
for(int z = 0; z < mapZ-1; z++)
{
for(int x = 0; x < mapX-1; x++)
{
// Fill vertices array with data
//----------------------------------------------------------
// one triangle - 3 vertex
model.vertices[vCounter].x = x;
model.vertices[vCounter].y = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor;
model.vertices[vCounter].z = z;
model.vertices[vCounter+1].x = x;
model.vertices[vCounter+1].y = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor;
model.vertices[vCounter+1].z = z+1;
model.vertices[vCounter+2].x = x+1;
model.vertices[vCounter+2].y = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor;
model.vertices[vCounter+2].z = z;
// another triangle - 3 vertex
model.vertices[vCounter+3] = model.vertices[vCounter+2];
model.vertices[vCounter+4] = model.vertices[vCounter+1];
model.vertices[vCounter+5].x = x+1;
model.vertices[vCounter+5].y = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor;
model.vertices[vCounter+5].z = z+1;
// Fill texcoords array with data
//--------------------------------------------------------------
model.texcoords[vCounter].x = (float)x / (mapX-1);
model.texcoords[vCounter].y = (float)z / (mapZ-1);
model.texcoords[vCounter+1].x = (float)x / (mapX-1);
model.texcoords[vCounter+1].y = (float)(z+1) / (mapZ-1);
model.texcoords[vCounter+2].x = (float)(x+1) / (mapX-1);
model.texcoords[vCounter+2].y = (float)z / (mapZ-1);
model.texcoords[vCounter+3] = model.texcoords[vCounter+2];
model.texcoords[vCounter+4] = model.texcoords[vCounter+1];
model.texcoords[vCounter+5].x = (float)(x+1) / (mapX-1);
model.texcoords[vCounter+5].y = (float)(z+1) / (mapZ-1);
// Fill normals array with data
//--------------------------------------------------------------
// TODO: Review normals calculation
model.normals[vCounter] = (Vector3){ 0.0f, 1.0f, 0.0f };
model.normals[vCounter+1] = (Vector3){ 0.0f, 1.0f, 0.0f };
model.normals[vCounter+2] = (Vector3){ 0.0f, 1.0f, 0.0f };
model.normals[vCounter+3] = (Vector3){ 0.0f, 1.0f, 0.0f };
model.normals[vCounter+4] = (Vector3){ 0.0f, 1.0f, 0.0f };
model.normals[vCounter+5] = (Vector3){ 0.0f, 1.0f, 0.0f };
vCounter += 6;
trisCounter += 2;
}
}
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
free(model.vertices);
free(model.texcoords);
free(model.normals);
}
// Draw a model
void DrawModel(Model model, Vector3 position, float scale, Color color)
{
// NOTE: For models we use Vertex Arrays (OpenGL 1.1)
//static int rotation = 0;
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
glVertexPointer(3, GL_FLOAT, 0, model.vertices); // Pointer to vertex coords array
glTexCoordPointer(2, GL_FLOAT, 0, model.texcoords); // Pointer to texture coords array
glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED)
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
2013-11-24 23:30:34 +04:00
//glRotatef(rotation * GetFrameTime(), 0, 1, 0);
glScalef(scale, scale, scale);
glColor4ub(color.r, color.g, color.b, color.a);
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
glPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
//rotation += 10;
}
// Draw a textured model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture.glId);
DrawModel(model, position, scale, tint);
glDisable(GL_TEXTURE_2D);
}
// Draw a model wires
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
DrawModel(model, position, scale, color);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
/*
d-------c
| |
| * |
| |
a-------b
*/
VectorScale(&right, sizeRatio.x/2);
VectorScale(&up, sizeRatio.y/2);
Vector3 p1 = VectorAdd(right, up);
Vector3 p2 = VectorSubtract(right, up);
Vector3 a = VectorSubtract(center, p2);
Vector3 b = VectorAdd(center, p1);
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture.glId);
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
glEnd();
glDisable(GL_TEXTURE_2D);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
/*
d-------c
| |
| * |
| |
a-------b
*/
VectorScale(&right, sizeRatio.x/2);
VectorScale(&up, sizeRatio.y/2);
Vector3 p1 = VectorAdd(right, up);
Vector3 p2 = VectorSubtract(right, up);
Vector3 a = VectorSubtract(center, p2);
Vector3 b = VectorAdd(center, p1);
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
glEnable(GL_TEXTURE_2D); // Enable textures usage
glBindTexture(GL_TEXTURE_2D, texture.glId);
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
glVertex3f(a.x, a.y, a.z);
// Bottom-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
glVertex3f(b.x, b.y, b.z);
// Top-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex3f(c.x, c.y, c.z);
// Top-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex3f(d.x, d.y, d.z);
glEnd();
glDisable(GL_TEXTURE_2D); // Disable textures usage
}
// Get current vertex y altitude (proportional to pixel colors in grayscale)
static float GetHeightValue(Color pixel)
{
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
}
// Returns camera look-at matrix (view matrix)
static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Matrix result;
Vector3 z = VectorSubtract(eye, target);
VectorNormalize(&z);
Vector3 x = VectorCrossProduct(up, z);
VectorNormalize(&x);
Vector3 y = VectorCrossProduct(z, x);
VectorNormalize(&y);
result.m0 = x.x;
result.m1 = x.y;
result.m2 = x.z;
result.m3 = -((x.x * eye.x) + (x.y * eye.y) + (x.z * eye.z));
result.m4 = y.x;
result.m5 = y.y;
result.m6 = y.z;
result.m7 = -((y.x * eye.x) + (y.y * eye.y) + (y.z * eye.z));
result.m8 = z.x;
result.m9 = z.y;
result.m10 = z.z;
result.m11 = -((z.x * eye.x) + (z.y * eye.y) + (z.z * eye.z));
result.m12 = 0;
result.m13 = 0;
result.m14 = 0;
result.m15 = 1;
return result;
}
// Transposes provided matrix
static void MatrixTranspose(Matrix *mat)
{
Matrix temp;
temp.m0 = mat->m0;
temp.m1 = mat->m4;
temp.m2 = mat->m8;
temp.m3 = mat->m12;
temp.m4 = mat->m1;
temp.m5 = mat->m5;
temp.m6 = mat->m9;
temp.m7 = mat->m13;
temp.m8 = mat->m2;
temp.m9 = mat->m6;
temp.m10 = mat->m10;
temp.m11 = mat->m14;
temp.m12 = mat->m3;
temp.m13 = mat->m7;
temp.m14 = mat->m11;
temp.m15 = mat->m15;
*mat = temp;
}