/********************************************************************************************* * * 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 // OpenGL functions #include // Standard input/output functions, used to read model files data #include // Declares malloc() and free() for memory management #include // Used for sin, cos, tan #include "vector3.h" // Basic Vector3 functions //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Nop... //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // It's lonely here... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- // No private (static) functions in this module //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- // Draw cube // NOTE: Cube position is de 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! { static int count = 0; 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(DEG2RAD*count, 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(DEG2RAD*count, 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(); } count += 1; } // 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 // TODO: Just do it... Model LoadHeightmap(Image heightmap, Vector3 resolution) { 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)); for(int z = 0; z < mapZ; z++) { for(int x = 0; x < mapX; x++) { // TODO: Fill vertices array with data } } //SmoothHeightmap(&model); // TODO: Smooth vertex interpolation 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) 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); //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 } // 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 basePos, float size, Color tint) { // 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); } // 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) { // 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); } // Draw a heightmap using a provided image data void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color) { // 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 heightmap, 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); } void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint) { 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); }