commit
4ec4481eca
@ -12,6 +12,7 @@
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#include "raylib.h"
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#define RIQM_IMPLEMENTATION
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#define RAYMATH_IMPLEMENTATION
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#include "riqm.h"
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int main()
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@ -30,18 +31,18 @@ int main()
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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// Load the animated model mesh and basic data
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AnimatedModel model = LoadAnimatedModel("resources/guy.iqm");
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printf("VER %i\n",rlGetVersion());
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// Load model texture and set material
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// NOTE: There is only 1 mesh and 1 material (both at index 0), thats what the 2 0's are
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model = AnimatedModelAddTexture(model, "resources/guytex.png"); // REPLACE!
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model = SetMeshMaterial(model, 0, 0); // REPLACE!
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// Load animation data
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Animation anim = LoadAnimationFromIQM("resources/guyanim.iqm");
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int animFrameCounter = 0;
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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@ -55,7 +56,7 @@ int main()
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Play animation when spacebar is held down
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if (IsKeyDown(KEY_SPACE))
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{
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@ -67,17 +68,17 @@ int main()
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawAnimatedModel(model, Vector3Zero(), 1.0f, WHITE); // Draw animated model
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("(c) Guy IQM 3D model by -------", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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@ -34,6 +34,11 @@
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#ifndef RIQM_H
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#define RIQM_H
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// TODO dont break everything
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static bool vaoSupported = false;
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static Matrix modelview;
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static Matrix projection;
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#include <stdio.h> // Required for: FILE
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//#define RIQM_STATIC
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@ -68,26 +73,26 @@ typedef struct Pose {
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typedef struct Animation {
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int jointCount;
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Joint *joints; // NOTE: Joints in anims do not have names
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int frameCount;
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float framerate;
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Pose **framepose;
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} Animation;
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typedef struct AnimatedMesh {
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char name[MESH_NAME_LENGTH];
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int vertexCount;
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int triangleCount;
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float *vertices;
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float *normals;
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float *texcoords;
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float *animVertices;
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float *animNormals;
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unsigned short *triangles;
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int *weightId;
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float *weightBias;
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@ -98,14 +103,14 @@ typedef struct AnimatedMesh {
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typedef struct AnimatedModel {
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int meshCount;
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AnimatedMesh *mesh;
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int materialCount;
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int *meshMaterialId;
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Material *materials;
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int jointCount;
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Joint *joints;
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Pose *basepose;
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Matrix transform;
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} AnimatedModel;
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@ -268,6 +273,18 @@ void rlLoadAnimatedMesh(AnimatedMesh *amesh, bool dynamic)
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amesh->vboId[5] = 0; // Vertex texcoords2 VBO UNUSED
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amesh->vboId[6] = 0; // Vertex indices VBO
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#if defined(GRAPHICS_API_OPENGL_11)
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TraceLog(LOG_WARNING, "OGL 11");
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#endif
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#if defined(GRAPHICS_API_OPENGL_21)
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TraceLog(LOG_WARNING, "OGL 21");
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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TraceLog(LOG_WARNING, "OGL 33");
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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TraceLog(LOG_WARNING, "OGL ES2");
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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int drawHint = GL_STATIC_DRAW;
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if (dynamic) drawHint = GL_DYNAMIC_DRAW;
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@ -467,7 +484,7 @@ void rlDrawAnimatedMesh(AnimatedMesh amesh, Material material, Matrix transform)
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.maps[MAP_DIFFUSE].color.rotation, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
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rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
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if (amesh.triangles != NULL) glDrawElements(GL_TRIANGLES, amesh.triangleCount*3, GL_UNSIGNED_SHORT, amesh.triangles);
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else glDrawArrays(GL_TRIANGLES, 0, amesh.vertexCount);
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@ -485,29 +502,29 @@ void rlDrawAnimatedMesh(AnimatedMesh amesh, Material material, Matrix transform)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Bind shader program
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glUseProgram(material.scalehader.id);
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glUseProgram(material.shader.id);
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// Matrices and other values required by shader
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//-----------------------------------------------------
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// Calculate and send to shader model matrix (used by PBR shader)
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if (material.scalehader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.scalehader, material.scalehader.locs[LOC_MATRIX_MODEL], transform);
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if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
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// Upload to shader material.colDiffuse
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if (material.scalehader.locs[LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.scalehader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.rotation/255.0f,
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if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
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// Upload to shader material.colSpecular (if available)
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if (material.scalehader.locs[LOC_COLOR_SPECULAR] != -1)
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glUniform4f(material.scalehader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.rotation/255.0f,
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if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MAP_SPECULAR].color.a/255.0f);
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if (material.scalehader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.scalehader, material.scalehader.locs[LOC_MATRIX_VIEW], modelview);
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if (material.scalehader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.scalehader, material.scalehader.locs[LOC_MATRIX_PROJECTION], projection);
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if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
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if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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@ -527,7 +544,7 @@ void rlDrawAnimatedMesh(AnimatedMesh amesh, Material material, Matrix transform)
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if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
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else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
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glUniform1i(material.scalehader.locs[LOC_MAP_DIFFUSE + i], i);
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glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
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}
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}
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@ -539,54 +556,54 @@ void rlDrawAnimatedMesh(AnimatedMesh amesh, Material material, Matrix transform)
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// Bind mesh VBO data: vertex position (shader-location = 0)
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[0]);
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glVertexAttribPointer(material.scalehader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.scalehader.locs[LOC_VERTEX_POSITION]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
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// Bind mesh VBO data: vertex texcoords (shader-location = 1)
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[1]);
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glVertexAttribPointer(material.scalehader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.scalehader.locs[LOC_VERTEX_TEXCOORD01]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
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// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
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if (material.scalehader.locs[LOC_VERTEX_NORMAL] != -1)
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if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[2]);
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glVertexAttribPointer(material.scalehader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.scalehader.locs[LOC_VERTEX_NORMAL]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
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}
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// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
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if (material.scalehader.locs[LOC_VERTEX_COLOR] != -1)
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if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
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{
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if (amesh.vboId[3] != 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[3]);
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glVertexAttribPointer(material.scalehader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(material.scalehader.locs[LOC_VERTEX_COLOR]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
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}
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else
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{
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// Set default value for unused attribute
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// NOTE: Required when using default shader and no VAO support
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glVertexAttrib4f(material.scalehader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(material.scalehader.locs[LOC_VERTEX_COLOR]);
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glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
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}
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}
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// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
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if (material.scalehader.locs[LOC_VERTEX_TANGENT] != -1)
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if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[4]);
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glVertexAttribPointer(material.scalehader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.scalehader.locs[LOC_VERTEX_TANGENT]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
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}
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// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
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if (material.scalehader.locs[LOC_VERTEX_TEXCOORD02] != -1)
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if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[5]);
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glVertexAttribPointer(material.scalehader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.scalehader.locs[LOC_VERTEX_TEXCOORD02]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
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}
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if (amesh.triangles != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, amesh.vboId[6]);
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@ -608,7 +625,7 @@ void rlDrawAnimatedMesh(AnimatedMesh amesh, Material material, Matrix transform)
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Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
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// Send combined model-view-projection matrix to shader
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glUniformMatrix4fv(material.scalehader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
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glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
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// Draw call!
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if (amesh.triangles != NULL) glDrawElements(GL_TRIANGLES, amesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
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@ -649,14 +666,14 @@ extern "C" { // Prevents name mangling of functions
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AnimatedModel LoadAnimatedModel(const char *filename)
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{
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AnimatedModel out = LoadIQM(filename);
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for (int i = 0; i < out.meshCount; i++) rlLoadAnimatedMesh(&out.mesh[i], false);
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out.transform = MatrixIdentity();
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out.meshMaterialId = malloc(sizeof(int)*out.meshCount);
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out.materials = NULL;
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out.materialCount = 0;
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for (int i = 0; i < out.meshCount; i++) out.meshMaterialId[i] = -1;
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return out;
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@ -666,32 +683,32 @@ AnimatedModel LoadAnimatedModel(const char *filename)
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AnimatedModel AnimatedModelAddTexture(AnimatedModel model, const char *filename)
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{
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Texture2D texture = LoadTexture(filename);
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model.materials = realloc(model.materials, sizeof(Material)*(model.materialCount + 1));
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model.materials[model.materialCount] = LoadMaterialDefault();
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model.materials[model.materialCount].maps[MAP_DIFFUSE].texture = texture;
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model.materialCount++;
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return model;
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}
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// Set the material for a mesh
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AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid)
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{
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if (meshid > model.meshCount)
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if (meshid > model.meshCount)
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{
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TraceLog(LOG_WARNING, "MeshId greater than meshCount\n");
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return model;
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}
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if (textureid > model.materialCount)
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if (textureid > model.materialCount)
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{
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TraceLog(LOG_WARNING,"textureid greater than materialCount\n");
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return model;
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}
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model.meshMaterialId[meshid] = textureid;
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return model;
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}
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@ -699,18 +716,18 @@ AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid)
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Animation LoadAnimationFromIQM(const char *filename)
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{
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Animation animation = { 0 };
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FILE *iqmFile;
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IQMHeader iqm;
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iqmFile = fopen(filename,"rb");
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if (!iqmFile)
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{
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TraceLog(LOG_ERROR, "[%s] Unable to open file", filename);
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return animation;
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}
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// header
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fread(&iqm, sizeof(IQMHeader), 1, iqmFile);
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@ -720,17 +737,17 @@ Animation LoadAnimationFromIQM(const char *filename)
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fclose(iqmFile);
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return animation;
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}
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if (iqm.version != IQM_VERSION)
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{
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TraceLog(LOG_ERROR, "IQM version %i is incorrect.", iqm.version);
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fclose(iqmFile);
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return animation;
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}
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// header
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if (iqm.num_anims > 1) TraceLog(LOG_WARNING, "More than 1 animation in file, only the first one will get loaded");
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// joints
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IQMPose *poses;
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poses = malloc(sizeof(IQMPose)*iqm.num_poses);
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@ -739,7 +756,7 @@ Animation LoadAnimationFromIQM(const char *filename)
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animation.jointCount = iqm.num_poses;
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animation.joints = malloc(sizeof(Joint)*iqm.num_poses);
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for (int j = 0; j < iqm.num_poses; j++)
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{
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strcpy(animation.joints[j].name, ANIMJOINTNAME);
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@ -763,91 +780,91 @@ Animation LoadAnimationFromIQM(const char *filename)
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for (int j = 0; j < anim.num_frames; j++) animation.framepose[j] = malloc(sizeof(Pose)*iqm.num_poses);
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int dcounter = anim.first_frame*iqm.num_framechannels;
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for (int frame = 0; frame < anim.num_frames; frame++)
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{
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for (int i = 0; i < iqm.num_poses; i++)
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{
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animation.framepose[frame][i].translation.x = poses[i].channeloffset[0];
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if (poses[i].mask & 0x01)
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{
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animation.framepose[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].translation.y = poses[i].channeloffset[1];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x02)
|
||||
{
|
||||
animation.framepose[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].translation.z = poses[i].channeloffset[2];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x04)
|
||||
{
|
||||
animation.framepose[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].rotation.x = poses[i].channeloffset[3];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x08)
|
||||
{
|
||||
animation.framepose[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].rotation.y = poses[i].channeloffset[4];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x10)
|
||||
{
|
||||
animation.framepose[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].rotation.z = poses[i].channeloffset[5];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x20)
|
||||
{
|
||||
animation.framepose[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].rotation.w = poses[i].channeloffset[6];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x40)
|
||||
{
|
||||
animation.framepose[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].scale.x = poses[i].channeloffset[7];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x80)
|
||||
{
|
||||
animation.framepose[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].scale.y = poses[i].channeloffset[8];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x100)
|
||||
{
|
||||
animation.framepose[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].scale.z = poses[i].channeloffset[9];
|
||||
|
||||
|
||||
if (poses[i].mask & 0x200)
|
||||
{
|
||||
animation.framepose[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
|
||||
animation.framepose[frame][i].rotation = QuaternionNormalize(animation.framepose[frame][i].rotation);
|
||||
}
|
||||
}
|
||||
@ -869,7 +886,7 @@ Animation LoadAnimationFromIQM(const char *filename)
|
||||
|
||||
free(framedata);
|
||||
free(poses);
|
||||
|
||||
|
||||
fclose(iqmFile);
|
||||
|
||||
return animation;
|
||||
@ -882,7 +899,7 @@ void UnloadAnimatedModel(AnimatedModel model)
|
||||
free(model.meshMaterialId);
|
||||
free(model.joints);
|
||||
free(model.basepose);
|
||||
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++) rlUnloadAnimatedMesh(&model.mesh[i]);
|
||||
|
||||
free(model.mesh);
|
||||
@ -893,7 +910,7 @@ void UnloadAnimation(Animation anim)
|
||||
{
|
||||
free(anim.joints);
|
||||
free(anim.framepose);
|
||||
|
||||
|
||||
for (int i = 0; i < anim.frameCount; i++) free(anim.framepose[i]);
|
||||
}
|
||||
|
||||
@ -901,12 +918,12 @@ void UnloadAnimation(Animation anim)
|
||||
bool CheckSkeletonsMatch(AnimatedModel model, Animation anim)
|
||||
{
|
||||
if (model.jointCount != anim.jointCount) return 0;
|
||||
|
||||
|
||||
for (int i = 0; i < model.jointCount; i++)
|
||||
{
|
||||
if (model.joints[i].parent != anim.joints[i].parent) return 0;
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -931,7 +948,7 @@ void AnimateModel(AnimatedModel model, Animation anim, int frame)
|
||||
int vcounter = 0;
|
||||
int wcounter = 0;
|
||||
int weightId = 0;
|
||||
|
||||
|
||||
for (int i = 0; i < model.mesh[m].vertexCount; i++)
|
||||
{
|
||||
weightId = model.mesh[m].weightId[wcounter];
|
||||
@ -941,7 +958,7 @@ void AnimateModel(AnimatedModel model, Animation anim, int frame)
|
||||
outt = anim.framepose[frame][weightId].translation;
|
||||
outr = anim.framepose[frame][weightId].rotation;
|
||||
outs = anim.framepose[frame][weightId].scale;
|
||||
|
||||
|
||||
// vertices
|
||||
outv = (Vector3){model.mesh[m].vertices[vcounter],model.mesh[m].vertices[vcounter + 1],model.mesh[m].vertices[vcounter + 2]};
|
||||
outv = Vector3MultiplyV(outv,outs);
|
||||
@ -951,7 +968,7 @@ void AnimateModel(AnimatedModel model, Animation anim, int frame)
|
||||
model.mesh[m].animVertices[vcounter] = outv.x;
|
||||
model.mesh[m].animVertices[vcounter + 1] = outv.y;
|
||||
model.mesh[m].animVertices[vcounter + 2] = outv.z;
|
||||
|
||||
|
||||
// normals
|
||||
outn = (Vector3){model.mesh[m].normals[vcounter],model.mesh[m].normals[vcounter + 1],model.mesh[m].normals[vcounter + 2]};
|
||||
outn = Vector3RotateByQuaternion(outn,QuaternionMultiply(outr,QuaternionInvert(baser)));
|
||||
@ -969,7 +986,7 @@ void DrawAnimatedModel(AnimatedModel model,Vector3 position,float scale,Color ti
|
||||
{
|
||||
Vector3 vScale = { scale, scale, scale };
|
||||
Vector3 rotationAxis = { 0.0f,0.0f,0.0f };
|
||||
|
||||
|
||||
DrawAnimatedModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
|
||||
}
|
||||
|
||||
@ -981,14 +998,14 @@ void DrawAnimatedModelEx(AnimatedModel model,Vector3 position,Vector3 rotationAx
|
||||
TraceLog(LOG_WARNING,"No materials set, can't draw animated mesh\n");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Matrix matScale = MatrixScale(scale.x,scale.y,scale.z);
|
||||
Matrix matRotation = MatrixRotate(rotationAxis,rotationAngle*DEG2RAD);
|
||||
Matrix matTranslation = MatrixTranslate(position.x,position.y,position.z);
|
||||
|
||||
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale,matRotation),matTranslation);
|
||||
model.transform = MatrixMultiply(model.transform,matTransform);
|
||||
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
rlUpdateAnimatedMesh(&model.mesh[i]);
|
||||
@ -1005,7 +1022,7 @@ void DrawAnimatedModelEx(AnimatedModel model,Vector3 position,Vector3 rotationAx
|
||||
static AnimatedModel LoadIQM(const char *filename)
|
||||
{
|
||||
AnimatedModel model = { 0 };
|
||||
|
||||
|
||||
FILE *iqmFile;
|
||||
IQMHeader iqm;
|
||||
|
||||
@ -1013,7 +1030,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
IQMTriangle *tri;
|
||||
IQMVertexArray *va;
|
||||
IQMJoint *ijoint;
|
||||
|
||||
|
||||
float *vertex;
|
||||
float *normal;
|
||||
float *text;
|
||||
@ -1021,13 +1038,13 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
unsigned char *blendw;
|
||||
|
||||
iqmFile = fopen(filename, "rb");
|
||||
|
||||
|
||||
if (!iqmFile)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "[%s] Unable to open file", filename);
|
||||
return model;
|
||||
}
|
||||
|
||||
|
||||
// header
|
||||
fread(&iqm,sizeof(IQMHeader), 1, iqmFile);
|
||||
|
||||
@ -1037,14 +1054,14 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
fclose(iqmFile);
|
||||
return model;
|
||||
}
|
||||
|
||||
|
||||
if(iqm.version != IQM_VERSION)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "IQM version %i is incorrect.", iqm.version);
|
||||
fclose(iqmFile);
|
||||
return model;
|
||||
}
|
||||
|
||||
|
||||
// meshes
|
||||
imesh = malloc(sizeof(IQMMesh)*iqm.num_meshes);
|
||||
fseek(iqmFile, iqm.ofs_meshes, SEEK_SET);
|
||||
@ -1052,7 +1069,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
|
||||
model.meshCount = iqm.num_meshes;
|
||||
model.mesh = malloc(sizeof(AnimatedMesh)*iqm.num_meshes);
|
||||
|
||||
|
||||
for (int i = 0; i < iqm.num_meshes; i++)
|
||||
{
|
||||
fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
|
||||
@ -1068,7 +1085,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
model.mesh[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
model.mesh[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
}
|
||||
|
||||
|
||||
// tris
|
||||
tri = malloc(sizeof(IQMTriangle)*iqm.num_triangles);
|
||||
fseek(iqmFile, iqm.ofs_triangles, SEEK_SET);
|
||||
@ -1077,7 +1094,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int tcounter = 0;
|
||||
|
||||
|
||||
for (int i=imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
|
||||
{
|
||||
// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around
|
||||
@ -1087,7 +1104,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
tcounter += 3;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// vertarrays
|
||||
va = malloc(sizeof(IQMVertexArray)*iqm.num_vertexarrays);
|
||||
fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET);
|
||||
@ -1102,7 +1119,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
vertex = malloc(sizeof(float)*iqm.num_vertexes*3);
|
||||
fseek(iqmFile, va[i].offset, SEEK_SET);
|
||||
fread(vertex, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
|
||||
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
@ -1119,7 +1136,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
normal = malloc(sizeof(float)*iqm.num_vertexes*3);
|
||||
fseek(iqmFile, va[i].offset, SEEK_SET);
|
||||
fread(normal, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
|
||||
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
@ -1136,7 +1153,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
text = malloc(sizeof(float)*iqm.num_vertexes*2);
|
||||
fseek(iqmFile, va[i].offset, SEEK_SET);
|
||||
fread(text, sizeof(float)*iqm.num_vertexes*2, 1, iqmFile);
|
||||
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
@ -1181,7 +1198,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// joints, include base poses
|
||||
ijoint = malloc(sizeof(IQMJoint)*iqm.num_joints);
|
||||
fseek(iqmFile, iqm.ofs_joints, SEEK_SET);
|
||||
@ -1190,14 +1207,14 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
model.jointCount = iqm.num_joints;
|
||||
model.joints = malloc(sizeof(Joint)*iqm.num_joints);
|
||||
model.basepose = malloc(sizeof(Pose)*iqm.num_joints);
|
||||
|
||||
|
||||
for (int i = 0; i < iqm.num_joints; i++)
|
||||
{
|
||||
// joints
|
||||
model.joints[i].parent = ijoint[i].parent;
|
||||
fseek(iqmFile, iqm.ofs_text + ijoint[i].name, SEEK_SET);
|
||||
fread(model.joints[i].name,sizeof(char)*JOINT_NAME_LENGTH, 1, iqmFile);
|
||||
|
||||
|
||||
// basepose
|
||||
model.basepose[i].translation.x = ijoint[i].translate[0];
|
||||
model.basepose[i].translation.y = ijoint[i].translate[1];
|
||||
@ -1212,7 +1229,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
model.basepose[i].scale.y = ijoint[i].scale[1];
|
||||
model.basepose[i].scale.z = ijoint[i].scale[2];
|
||||
}
|
||||
|
||||
|
||||
// build base pose
|
||||
for (int i = 0; i < model.jointCount; i++)
|
||||
{
|
||||
@ -1224,7 +1241,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
model.basepose[i].scale = Vector3MultiplyV(model.basepose[i].scale, model.basepose[model.joints[i].parent].scale);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fclose(iqmFile);
|
||||
free(imesh);
|
||||
free(tri);
|
||||
@ -1235,8 +1252,8 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
free(blendi);
|
||||
free(blendw);
|
||||
free(ijoint);
|
||||
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
@ -69,7 +69,7 @@
|
||||
|
||||
// Security check in case no GRAPHICS_API_OPENGL_* defined
|
||||
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define GRAPHICS_API_OPENGL_11
|
||||
#define GRAPHICS_API_OPENGL_33
|
||||
#endif
|
||||
|
||||
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
|
||||
|
Loading…
Reference in New Issue
Block a user