2013-11-19 02:38:44 +04:00
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/*********************************************************************************************
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*
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2013-11-23 16:30:54 +04:00
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* raylib.models
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2013-11-19 02:38:44 +04:00
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*
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2013-11-23 16:30:54 +04:00
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* Basic functions to draw 3d shapes and load/draw 3d models (.OBJ)
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2013-11-19 02:38:44 +04:00
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*
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2013-11-23 16:30:54 +04:00
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* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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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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2013-11-19 02:38:44 +04:00
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*
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2013-11-23 16:30:54 +04:00
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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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2013-11-19 02:38:44 +04:00
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*
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2013-11-23 16:30:54 +04:00
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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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2013-11-19 02:38:44 +04:00
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*
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2013-11-23 16:30:54 +04:00
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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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2013-11-19 02:38:44 +04:00
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*
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2013-11-23 16:30:54 +04:00
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* 3. This notice may not be removed or altered from any source distribution.
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2013-11-19 02:38:44 +04:00
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*
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**********************************************************************************************/
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#include "raylib.h"
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2013-11-23 16:30:54 +04:00
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#include <GL/gl.h> // OpenGL functions
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#include <stdio.h> // Standard input/output functions, used to read model files data
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#include <stdlib.h> // Declares malloc() and free() for memory management
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#include <math.h> // Used for sin, cos, tan
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#include "vector3.h" // Basic Vector3 functions
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// Nop...
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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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// It's lonely here...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// No private (static) functions in this module
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw cube
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// NOTE: Cube position is de center position
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
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{
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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//glRotatef(rotation, 0.0f, 1.0f, 0.0f);
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//glScalef(1.0f, 1.0f, 1.0f);
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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// Front Face
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glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
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// Back Face
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glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
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// Top Face
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glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, height/2, lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, height/2, lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
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// Bottom Face
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glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, -height/2, -lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
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// Right face
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glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
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glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
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// Left Face
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glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
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glEnd();
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glPopMatrix();
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2013-11-19 02:38:44 +04:00
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}
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// Draw cube (Vector version)
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void DrawCubeV(Vector3 position, Vector3 size, Color color)
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{
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DrawCube(position, size.x, size.y, size.z, color);
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2013-11-19 02:38:44 +04:00
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}
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// Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
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{
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2013-11-23 16:30:54 +04:00
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawCube(position, width, height, lenght, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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2013-11-19 02:38:44 +04:00
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}
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// Draw sphere
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void DrawSphere(Vector3 centerPos, float radius, Color color)
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{
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DrawSphereEx(centerPos, radius, 16, 16, color);
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}
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// Draw sphere with extended parameters
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
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{
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float lat0, z0, zr0;
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float lat1, z1, zr1;
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float lng, x, y;
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glPushMatrix();
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glTranslatef(centerPos.x, centerPos.y, centerPos.z);
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glRotatef(90, 1, 0, 0);
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glScalef(radius, radius, radius);
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glBegin(GL_QUAD_STRIP);
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glColor4ub(color.r, color.g, color.b, color.a);
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for(int i = 0; i <= rings; i++)
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{
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lat0 = PI * (-0.5 + (float)(i - 1) / rings);
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z0 = sin(lat0);
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zr0 = cos(lat0);
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lat1 = PI * (-0.5 + (float)i / rings);
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z1 = sin(lat1);
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zr1 = cos(lat1);
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for(int j = 0; j <= slices; j++)
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{
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lng = 2 * PI * (float)(j - 1) / slices;
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x = cos(lng);
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y = sin(lng);
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glNormal3f(x * zr0, y * zr0, z0);
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glVertex3f(x * zr0, y * zr0, z0);
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glNormal3f(x * zr1, y * zr1, z1);
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glVertex3f(x * zr1, y * zr1, z1);
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}
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}
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glEnd();
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glPopMatrix();
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2013-11-19 02:38:44 +04:00
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}
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// Draw sphere wires
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void DrawSphereWires(Vector3 centerPos, float radius, Color color)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawSphere(centerPos, radius, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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2013-11-19 02:38:44 +04:00
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}
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// Draw a cylinder/cone
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) // Could be used for pyramid and cone!
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{
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static int count = 0;
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Vector3 a = { position.x, position.y + height, position.z };
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Vector3 d = { 0.0f, 1.0f, 0.0f };
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Vector3 p;
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Vector3 c = { a.x + (-d.x * height), a.y + (-d.y * height), a.z + (-d.z * height) }; //= a + (-d * h);
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Vector3 e0 = VectorPerpendicular(d);
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Vector3 e1 = VectorCrossProduct(e0, d);
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float angInc = 360.0 / slices * DEG2RAD;
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if (radiusTop == 0) // Draw pyramid or cone
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{
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//void drawCone(const Vector3 &d, const Vector3 &a, const float h, const float rd, const int n)
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//d – axis defined as a normalized vector from base to apex
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//a – position of apex (top point)
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//h – height
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//rd – radius of directrix
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//n – number of radial "slices"
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glPushMatrix();
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//glTranslatef(centerPos.x, centerPos.y, centerPos.z);
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glRotatef(DEG2RAD*count, 0.0f, 1.0f, 0.0f);
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//glScalef(1.0f, 1.0f, 1.0f);
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// Draw cone top
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex3f(a.x, a.y, a.z);
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for (int i = 0; i <= slices; i++)
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{
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float rad = angInc * i;
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p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
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p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
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p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
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glVertex3f(p.x, p.y, p.z);
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}
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glEnd();
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// Draw cone bottom
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex3f(c.x, c.y, c.z);
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for (int i = slices; i >= 0; i--)
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{
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float rad = angInc * i;
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p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
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p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
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p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
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glVertex3f(p.x, p.y, p.z);
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}
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glEnd();
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glPopMatrix();
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}
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else // Draw cylinder
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{
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glPushMatrix();
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//glTranslatef(centerPos.x, centerPos.y, centerPos.z);
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glRotatef(DEG2RAD*count, 0.0f, 1.0f, 0.0f);
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//glScalef(1.0f, 1.0f, 1.0f);
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// Draw cylinder top (pointed cap)
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex3f(c.x, c.y + height, c.z);
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for (int i = slices; i >= 0; i--)
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{
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float rad = angInc * i;
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p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
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p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
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p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
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glVertex3f(p.x, p.y, p.z);
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}
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|
|
|
|
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();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
count += 1;
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a cylinder/cone wires
|
|
|
|
|
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
|
DrawCylinder(position, radiusTop, radiusBottom, height, slices, color);
|
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a plane
|
|
|
|
|
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
// 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();
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a plane with divisions
|
|
|
|
|
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
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();
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a grid centered at (0, 0, 0)
|
|
|
|
|
void DrawGrid(int slices, float spacing)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
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);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw gizmo (with or without orbits)
|
|
|
|
|
void DrawGizmo(Vector3 position, bool orbits)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
// 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);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load a 3d model (.OBJ)
|
|
|
|
|
// TODO: Add comments explaining this function process
|
|
|
|
|
Model LoadModel(const char *fileName)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
Model model;
|
|
|
|
|
|
|
|
|
|
char dataType;
|
|
|
|
|
char comments[200];
|
|
|
|
|
|
|
|
|
|
int numVertex = 0;
|
|
|
|
|
int numNormals = 0;
|
|
|
|
|
int numTexCoords = 0;
|
|
|
|
|
int numTriangles = 0;
|
|
|
|
|
|
|
|
|
|
FILE* objfile;
|
2013-11-19 02:38:44 +04:00
|
|
|
|
|
|
|
|
|
objfile = fopen(fileName, "rt");
|
2013-11-23 16:30:54 +04:00
|
|
|
|
|
|
|
|
|
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;
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Unload 3d model from memory
|
|
|
|
|
void UnloadModel(Model model)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
free(model.vertices);
|
|
|
|
|
free(model.texcoords);
|
|
|
|
|
free(model.normals);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a model
|
|
|
|
|
void DrawModel(Model model, Vector3 position, float scale, Color color)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
// NOTE: For models we use Vertex Arrays (OpenGL 1.1)
|
|
|
|
|
|
|
|
|
|
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);
|
2013-11-23 16:30:54 +04:00
|
|
|
|
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
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a textured model
|
|
|
|
|
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
|
|
|
|
|
|
|
|
|
DrawModel(model, position, scale, tint);
|
|
|
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a model wires
|
|
|
|
|
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
|
DrawModel(model, position, scale, color);
|
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a billboard
|
|
|
|
|
void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
// NOTE: Billboard size will represent the width, height maintains aspect ratio
|
|
|
|
|
Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
|
|
|
|
|
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
|
|
|
|
|
Vector3 rotation = { 90, 0, 0 };
|
|
|
|
|
|
|
|
|
|
// TODO: Calculate Y rotation to face always camera (use matrix)
|
|
|
|
|
// OPTION: Lock Y-axis
|
|
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
|
|
|
|
|
|
|
|
|
DrawPlane(centerPos, sizeRatio, rotation, tint); // TODO: Review this function...
|
|
|
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a billboard (part of a texture defined by a rectangle)
|
|
|
|
|
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
// NOTE: Billboard size will represent the width, height maintains aspect ratio
|
|
|
|
|
Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
|
|
|
|
|
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
|
|
|
|
|
Vector3 rotation = { 90, 0, 0 };
|
|
|
|
|
|
|
|
|
|
// TODO: Calculate Y rotation to face always camera (use matrix)
|
|
|
|
|
// OPTION: Lock Y-axis
|
|
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
|
|
|
|
|
|
|
|
|
// TODO: DrawPlane with correct textcoords for source rec.
|
|
|
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw a heightmap using a provided image data
|
|
|
|
|
void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
// NOTE: Pixel-data is interpreted as grey-scale (even being a color image)
|
|
|
|
|
// NOTE: Heightmap resolution will depend on image size (one quad per pixel)
|
|
|
|
|
|
|
|
|
|
// TODO: Review how this function works... probably we need:
|
|
|
|
|
// Model LoadHeightmap(Image image, Vector3 resolution);
|
|
|
|
|
|
|
|
|
|
// NOTE: We are allocating and de-allocating vertex data every frame! --> framerate drops 80%! CRAZY!
|
|
|
|
|
Vector3 *terrainVertex = (Vector3 *)malloc(heightmap.width * heightmap.height * sizeof(Vector3));
|
|
|
|
|
|
|
|
|
|
for (int z = 0; z < heightmap.height; z++)
|
|
|
|
|
{
|
|
|
|
|
for (int x = 0; x < heightmap.width; x++)
|
|
|
|
|
{
|
|
|
|
|
terrainVertex[z*heightmap.height + x].x = (float)(x*scale.x);
|
|
|
|
|
terrainVertex[z*heightmap.height + x].y = ((float)heightmap.pixels[z*heightmap.height + x].r +
|
|
|
|
|
(float)heightmap.pixels[z*heightmap.height + x].g +
|
|
|
|
|
(float)heightmap.pixels[z*heightmap.height + x].b) / 3 * scale.y;
|
|
|
|
|
terrainVertex[z*heightmap.height + x].z = (float)(-z*scale.z);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO: Texture coordinates and normals computing
|
|
|
|
|
|
|
|
|
|
for (int z = 0; z < heightmap.height-1; z++)
|
|
|
|
|
{
|
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
|
|
|
for (int x = 0; x < heightmap.width; x++)
|
|
|
|
|
{
|
|
|
|
|
glColor3f((float)heightmap.pixels[z*heightmap.height + x].r / 255.0f,
|
|
|
|
|
(float)heightmap.pixels[z*heightmap.height + x].g / 255.0f,
|
|
|
|
|
(float)heightmap.pixels[z*heightmap.height + x].b / 255.0f);
|
|
|
|
|
|
|
|
|
|
glVertex3f(terrainVertex[z*heightmap.height + x].x, terrainVertex[z*heightmap.height + x].y, terrainVertex[z*heightmap.height + x].z);
|
|
|
|
|
glVertex3f(terrainVertex[(z+1)*heightmap.height + x].x, terrainVertex[(z+1)*heightmap.height + x].y, terrainVertex[(z+1)*heightmap.height + x].z);
|
|
|
|
|
}
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
free(terrainVertex);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint)
|
|
|
|
|
{
|
2013-11-23 16:30:54 +04:00
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
|
|
|
|
|
|
|
|
|
// NOTE: No texture coordinates or normals defined at this moment...
|
|
|
|
|
DrawHeightmap(heightmap, centerPos, scale, tint);
|
|
|
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
2013-11-19 02:38:44 +04:00
|
|
|
|
}
|