9d27bba23f
View CHANGELOG for description on small fixes and add-ons
1495 lines
63 KiB
C
1495 lines
63 KiB
C
/**********************************************************************************************
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*
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* raylib.models
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*
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* Basic functions to draw 3d shapes and load/draw 3d models (.OBJ)
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*
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* Copyright (c) 2014 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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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_ANDROID)
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#include "utils.h" // Android fopen function map
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#endif
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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 <string.h> // Required for strcmp()
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#include <math.h> // Used for sin, cos, tan
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#include "raymath.h" // Required for data type Matrix and Matrix functions
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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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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static float GetHeightValue(Color pixel);
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static VertexData LoadOBJ(const char *fileName);
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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 the 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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float x = position.x;
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float y = position.y;
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float z = position.z;
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rlPushMatrix();
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// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
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//rlTranslatef(0.0f, 0.0f, 0.0f);
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//rlScalef(2.0f, 2.0f, 2.0f);
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//rlRotatef(45, 0, 1, 0);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face -----------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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// Back Face ------------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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// Top Face -------------------------------------------------------
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
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// Bottom Face ----------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
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// Right face -----------------------------------------------------
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
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// Left Face ------------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
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rlEnd();
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rlPopMatrix();
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}
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// Draw cube (Vector version)
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void DrawCubeV(Vector3 position, Vector3 size, Color color)
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{
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DrawCube(position, size.x, size.y, size.z, color);
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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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float x = position.x;
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float y = position.y;
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float z = position.z;
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rlPushMatrix();
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//rlRotatef(45, 0, 1, 0);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face -----------------------------------------------------
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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// Back Face ------------------------------------------------------
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
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// Top Face -------------------------------------------------------
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// Left Line
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back
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// Right Line
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Front
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back
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// Bottom Face ---------------------------------------------------
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// Left Line
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Top Left Front
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back
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// Right Line
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Top Right Front
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back
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rlEnd();
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rlPopMatrix();
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}
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// Draw cube
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// NOTE: Cube position is the center position
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color)
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{
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float x = position.x;
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float y = position.y;
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float z = position.z;
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rlEnableTexture(texture.id);
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//rlPushMatrix();
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// NOTE: Be careful! Function order matters (scale, translate, rotate)
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//rlScalef(2.0f, 2.0f, 2.0f);
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//rlTranslatef(2.0f, 0.0f, 0.0f);
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//rlRotatef(45, 0, 1, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
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// Back Face
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rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
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// Top Face
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rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
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// Bottom Face
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rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
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// Right face
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rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
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// Left Face
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rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
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rlEnd();
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//rlPopMatrix();
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rlDisableTexture();
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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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rlPushMatrix();
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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rlScalef(radius, radius, radius);
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//rlRotatef(rotation, 0, 1, 0);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for(int i = 0; i < (rings + 2); i++)
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{
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for(int j = 0; j < slices; j++)
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{
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*i)),
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cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*i)),
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cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * sin(DEG2RAD*((j+1)*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*(i))),
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cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * cos(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
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}
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}
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rlEnd();
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rlPopMatrix();
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}
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// Draw sphere wires
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
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{
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rlPushMatrix();
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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rlScalef(radius, radius, radius);
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//rlRotatef(rotation, 0, 1, 0);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for(int i = 0; i < (rings + 2); i++)
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{
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for(int j = 0; j < slices; j++)
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{
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*i)),
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cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)),
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sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices)));
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|
|
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)),
|
|
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices)));
|
|
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
|
|
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
|
|
cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
|
|
}
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a cylinder
|
|
// NOTE: It could be also used for pyramid and cone
|
|
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
|
|
{
|
|
if (sides < 3) sides = 3;
|
|
|
|
rlPushMatrix();
|
|
rlTranslatef(position.x, position.y, position.z);
|
|
|
|
rlBegin(RL_TRIANGLES);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
if (radiusTop > 0)
|
|
{
|
|
// Draw Body -------------------------------------------------------------------------------------
|
|
for(int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right
|
|
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); //Top Left
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right
|
|
}
|
|
|
|
// Draw Cap --------------------------------------------------------------------------------------
|
|
for(int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(0, height, 0);
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw Cone -------------------------------------------------------------------------------------
|
|
for(int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(0, height, 0);
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
|
|
}
|
|
}
|
|
|
|
// Draw Base -----------------------------------------------------------------------------------------
|
|
for(int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(0, 0, 0);
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a wired cylinder
|
|
// NOTE: It could be also used for pyramid and cone
|
|
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
|
|
{
|
|
if(sides < 3) sides = 3;
|
|
|
|
rlPushMatrix();
|
|
rlTranslatef(position.x, position.y, position.z);
|
|
|
|
rlBegin(RL_LINES);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
for(int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
|
|
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
|
|
|
|
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
|
|
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
|
|
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a plane
|
|
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
|
|
{
|
|
// NOTE: QUADS usage require defining a texture on OpenGL 3.3+
|
|
rlEnableTexture(1); // Default white texture
|
|
|
|
// NOTE: Plane is always created on XZ ground and then rotated
|
|
rlPushMatrix();
|
|
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
|
rlScalef(size.x, 1.0f, size.y);
|
|
|
|
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
|
|
rlRotatef(rotation.x, 1, 0, 0);
|
|
rlRotatef(rotation.y, 0, 1, 0);
|
|
rlRotatef(rotation.z, 0, 0, 1);
|
|
|
|
rlBegin(RL_QUADS);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
rlNormal3f(0.0f, 1.0f, 0.0f);
|
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f);
|
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, 0.5f);
|
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f);
|
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(0.5f, 0.0f, -0.5f);
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
|
|
rlDisableTexture();
|
|
}
|
|
|
|
// Draw a plane with divisions
|
|
// TODO: Test this function
|
|
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
|
|
rlPushMatrix();
|
|
rlTranslatef(-size.x / 2, 0.0f, -size.y / 2);
|
|
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
|
|
|
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
|
|
rlRotatef(rotation.x, 1, 0, 0);
|
|
rlRotatef(rotation.y, 0, 1, 0);
|
|
rlRotatef(rotation.z, 0, 0, 1);
|
|
|
|
rlBegin(RL_QUADS);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
rlNormal3f(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)
|
|
rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
|
|
rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
|
|
|
|
rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
|
|
rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
|
|
|
|
rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
|
|
rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
|
|
|
|
rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
|
|
rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
|
|
}
|
|
}
|
|
rlEnd();
|
|
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a grid centered at (0, 0, 0)
|
|
void DrawGrid(int slices, float spacing)
|
|
{
|
|
int halfSlices = slices / 2;
|
|
|
|
rlBegin(RL_LINES);
|
|
for(int i = -halfSlices; i <= halfSlices; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
}
|
|
else
|
|
{
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
}
|
|
|
|
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
|
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
|
|
|
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
|
|
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
|
|
}
|
|
rlEnd();
|
|
}
|
|
|
|
// Draw gizmo
|
|
void DrawGizmo(Vector3 position)
|
|
{
|
|
// NOTE: RGB = XYZ
|
|
float lenght = 1.0f;
|
|
|
|
rlPushMatrix();
|
|
rlTranslatef(position.x, position.y, position.z);
|
|
//rlRotatef(rotation, 0, 1, 0);
|
|
rlScalef(lenght, lenght, lenght);
|
|
|
|
rlBegin(RL_LINES);
|
|
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
|
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(1.0f, 0.0f, 0.0f);
|
|
|
|
rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
|
rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 1.0f, 0.0f);
|
|
|
|
rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
|
rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 1.0f);
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale)
|
|
{
|
|
// NOTE: RGB = XYZ
|
|
rlPushMatrix();
|
|
rlTranslatef(position.x, position.y, position.z);
|
|
rlScalef(scale, scale, scale);
|
|
rlRotatef(rotation.y, 0, 1, 0);
|
|
|
|
rlBegin(RL_LINES);
|
|
// X Axis
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x, position.y, position.z);
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + 1, position.y, position.z);
|
|
|
|
// ArrowX
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + 1.1, position.y, position.z);
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + .9, position.y, position.z + .1);
|
|
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + 1.1, position.y, position.z);
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + .9, position.y, position.z - .1);
|
|
|
|
// Y Axis
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y, position.z);
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y + 1, position.z);
|
|
|
|
// ArrowY
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y + 1.1, position.z);
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + .1, position.y + .9, position.z);
|
|
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y + 1.1, position.z);
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x - .1, position.y + .9, position.z);
|
|
|
|
// Z Axis
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z);
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z - 1);
|
|
|
|
// ArrowZ
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z - 1.1);
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + .1, position.y, position.z - .9);
|
|
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z - 1.1);
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x - .1, position.y, position.z - .9);
|
|
|
|
// Extra
|
|
int n = 3;
|
|
|
|
// X Axis
|
|
for (int i=0; i < 360; i += 6)
|
|
{
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n);
|
|
rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n);
|
|
}
|
|
|
|
// Y Axis
|
|
for (int i=0; i < 360; i += 6)
|
|
{
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n);
|
|
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, 0, position.y + cos(DEG2RAD*(i+6)) * scale/n);
|
|
}
|
|
|
|
// Z Axis
|
|
for (int i=0; i < 360; i += 6)
|
|
{
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0);
|
|
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n, 0);
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Load a 3d model
|
|
Model LoadModel(const char *fileName)
|
|
{
|
|
VertexData vData;
|
|
|
|
if (strcmp(GetExtension(fileName),"obj") == 0) vData = LoadOBJ(fileName);
|
|
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
|
|
|
|
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
|
|
|
|
Model model = rlglLoadModel(vData); // Upload vertex data to GPU
|
|
|
|
// Now that vertex data is uploaded to GPU, we can free arrays
|
|
// NOTE: Despite vertex data is useless on OpenGL 3.3 or ES2, we will keep it...
|
|
//free(vData.vertices);
|
|
//free(vData.texcoords);
|
|
//free(vData.normals);
|
|
|
|
return model;
|
|
}
|
|
|
|
// Load a heightmap image as a 3d model
|
|
Model LoadHeightmap(Image heightmap, float maxHeight)
|
|
{
|
|
VertexData vData;
|
|
|
|
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
|
|
|
|
vData.vertexCount = numTriangles*3;
|
|
|
|
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
|
|
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
|
|
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
|
|
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
|
|
|
|
int vCounter = 0; // Used to count vertices float by float
|
|
int tcCounter = 0; // Used to count texcoords float by float
|
|
int nCounter = 0; // Used to count normals float by float
|
|
|
|
int trisCounter = 0;
|
|
|
|
float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
|
|
|
|
for(int z = 0; z < mapZ-1; z++)
|
|
{
|
|
for(int x = 0; x < mapX-1; x++)
|
|
{
|
|
// Fill vertices array with data
|
|
//----------------------------------------------------------
|
|
|
|
// one triangle - 3 vertex
|
|
vData.vertices[vCounter] = x;
|
|
vData.vertices[vCounter + 1] = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor;
|
|
vData.vertices[vCounter + 2] = z;
|
|
|
|
vData.vertices[vCounter + 3] = x;
|
|
vData.vertices[vCounter + 4] = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor;
|
|
vData.vertices[vCounter + 5] = z+1;
|
|
|
|
vData.vertices[vCounter + 6] = x+1;
|
|
vData.vertices[vCounter + 7] = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor;
|
|
vData.vertices[vCounter + 8] = z;
|
|
|
|
// another triangle - 3 vertex
|
|
vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6];
|
|
vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7];
|
|
vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8];
|
|
|
|
vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3];
|
|
vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4];
|
|
vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5];
|
|
|
|
vData.vertices[vCounter + 15] = x+1;
|
|
vData.vertices[vCounter + 16] = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor;
|
|
vData.vertices[vCounter + 17] = z+1;
|
|
vCounter += 18; // 6 vertex, 18 floats
|
|
|
|
// Fill texcoords array with data
|
|
//--------------------------------------------------------------
|
|
vData.texcoords[tcCounter] = (float)x / (mapX-1);
|
|
vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
|
|
|
|
vData.texcoords[tcCounter + 2] = (float)x / (mapX-1);
|
|
vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
|
|
|
|
vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
|
|
vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
|
|
|
|
vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4];
|
|
vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5];
|
|
|
|
vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2];
|
|
vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 1];
|
|
|
|
vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1);
|
|
vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1);
|
|
tcCounter += 12; // 6 texcoords, 12 floats
|
|
|
|
// Fill normals array with data
|
|
//--------------------------------------------------------------
|
|
// NOTE: Current Model implementation doe not use normals!
|
|
for (int i = 0; i < 18; i += 3)
|
|
{
|
|
vData.normals[nCounter + i] = 0.0f;
|
|
vData.normals[nCounter + i + 1] = 1.0f;
|
|
vData.normals[nCounter + i + 2] = 0.0f;
|
|
}
|
|
|
|
// TODO: Calculate normals in an efficient way
|
|
|
|
nCounter += 18; // 6 vertex, 18 floats
|
|
|
|
trisCounter += 2;
|
|
}
|
|
}
|
|
|
|
// Fill color data
|
|
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
|
|
|
|
|
|
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
|
|
|
|
Model model = rlglLoadModel(vData);
|
|
|
|
// Now that vertex data is uploaded to GPU, we can free arrays
|
|
// NOTE: Despite vertex data is useless on OpenGL 3.3 or ES2, we will keep it...
|
|
//free(vData.vertices);
|
|
//free(vData.texcoords);
|
|
//free(vData.normals);
|
|
|
|
return model;
|
|
}
|
|
|
|
// Load a map image as a 3d model (cubes based)
|
|
Model LoadCubesmap(Image cubesmap)
|
|
{
|
|
VertexData vData;
|
|
|
|
// Map cube size will be 1.0
|
|
float mapCubeSide = 1.0f;
|
|
int mapWidth = cubesmap.width * (int)mapCubeSide;
|
|
int mapHeight = cubesmap.height * (int)mapCubeSide;
|
|
|
|
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
|
|
int maxTriangles = cubesmap.width*cubesmap.height*12;
|
|
|
|
int vCounter = 0; // Used to count vertices
|
|
int tcCounter = 0; // Used to count texcoords
|
|
int nCounter = 0; // Used to count normals
|
|
|
|
float w = mapCubeSide;
|
|
float h = mapCubeSide;
|
|
float h2 = mapCubeSide;
|
|
|
|
Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
|
|
Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles * 3 * sizeof(Vector2));
|
|
Vector3 *mapNormals = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
|
|
|
|
for (int z = 0; z < mapHeight; z += mapCubeSide)
|
|
{
|
|
for (int x = 0; x < mapWidth; x += mapCubeSide)
|
|
{
|
|
// Define the 8 vertex of the cube, we will combine them accordingly later...
|
|
Vector3 v1 = { x - w/2, h2, z - h/2 };
|
|
Vector3 v2 = { x - w/2, h2, z + h/2 };
|
|
Vector3 v3 = { x + w/2, h2, z + h/2 };
|
|
Vector3 v4 = { x + w/2, h2, z - h/2 };
|
|
Vector3 v5 = { x + w/2, 0, z - h/2 };
|
|
Vector3 v6 = { x - w/2, 0, z - h/2 };
|
|
Vector3 v7 = { x - w/2, 0, z + h/2 };
|
|
Vector3 v8 = { x + w/2, 0, z + h/2 };
|
|
|
|
// Define the 6 normals of the cube, we will combine them accordingly later...
|
|
Vector3 n1 = { 1.0f, 0.0f, 0.0f };
|
|
Vector3 n2 = { -1.0f, 0.0f, 0.0f };
|
|
Vector3 n3 = { 0.0f, 1.0f, 0.0f };
|
|
Vector3 n4 = { 0.0f, -1.0f, 0.0f };
|
|
Vector3 n5 = { 0.0f, 0.0f, 1.0f };
|
|
Vector3 n6 = { 0.0f, 0.0f, -1.0f };
|
|
|
|
// Define the 4 texture coordinates of the cube, we will combine them accordingly later...
|
|
// TODO: Use texture rectangles to define different textures for top-bottom-front-back-right-left (6)
|
|
Vector2 vt2 = { 0.0f, 0.0f };
|
|
Vector2 vt1 = { 0.0f, 1.0f };
|
|
Vector2 vt4 = { 1.0f, 0.0f };
|
|
Vector2 vt3 = { 1.0f, 1.0f };
|
|
|
|
// We check pixel color to be WHITE, we will full cubes
|
|
if ((cubesmap.pixels[z*cubesmap.width + x].r == 255) &&
|
|
(cubesmap.pixels[z*cubesmap.width + x].g == 255) &&
|
|
(cubesmap.pixels[z*cubesmap.width + x].b == 255))
|
|
{
|
|
// Define triangles (Checking Collateral Cubes!)
|
|
//----------------------------------------------
|
|
|
|
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
|
|
mapVertices[vCounter] = v1;
|
|
mapVertices[vCounter + 1] = v2;
|
|
mapVertices[vCounter + 2] = v3;
|
|
mapVertices[vCounter + 3] = v1;
|
|
mapVertices[vCounter + 4] = v3;
|
|
mapVertices[vCounter + 5] = v4;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n3;
|
|
mapNormals[nCounter + 1] = n3;
|
|
mapNormals[nCounter + 2] = n3;
|
|
mapNormals[nCounter + 3] = n3;
|
|
mapNormals[nCounter + 4] = n3;
|
|
mapNormals[nCounter + 5] = n3;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = vt2;
|
|
mapTexcoords[tcCounter + 1] = vt1;
|
|
mapTexcoords[tcCounter + 2] = vt3;
|
|
mapTexcoords[tcCounter + 3] = vt2;
|
|
mapTexcoords[tcCounter + 4] = vt3;
|
|
mapTexcoords[tcCounter + 5] = vt4;
|
|
tcCounter += 6;
|
|
|
|
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
|
|
mapVertices[vCounter] = v6;
|
|
mapVertices[vCounter + 1] = v8;
|
|
mapVertices[vCounter + 2] = v7;
|
|
mapVertices[vCounter + 3] = v6;
|
|
mapVertices[vCounter + 4] = v5;
|
|
mapVertices[vCounter + 5] = v8;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n4;
|
|
mapNormals[nCounter + 1] = n4;
|
|
mapNormals[nCounter + 2] = n4;
|
|
mapNormals[nCounter + 3] = n4;
|
|
mapNormals[nCounter + 4] = n4;
|
|
mapNormals[nCounter + 5] = n4;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = vt4;
|
|
mapTexcoords[tcCounter + 1] = vt1;
|
|
mapTexcoords[tcCounter + 2] = vt3;
|
|
mapTexcoords[tcCounter + 3] = vt4;
|
|
mapTexcoords[tcCounter + 4] = vt2;
|
|
mapTexcoords[tcCounter + 5] = vt1;
|
|
tcCounter += 6;
|
|
|
|
if (((z < cubesmap.height - 1) &&
|
|
(cubesmap.pixels[(z + 1)*cubesmap.width + x].r == 0) &&
|
|
(cubesmap.pixels[(z + 1)*cubesmap.width + x].g == 0) &&
|
|
(cubesmap.pixels[(z + 1)*cubesmap.width + x].b == 0)) || (z == cubesmap.height - 1))
|
|
{
|
|
// Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v2;
|
|
mapVertices[vCounter + 1] = v7;
|
|
mapVertices[vCounter + 2] = v3;
|
|
mapVertices[vCounter + 3] = v3;
|
|
mapVertices[vCounter + 4] = v7;
|
|
mapVertices[vCounter + 5] = v8;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n6;
|
|
mapNormals[nCounter + 1] = n6;
|
|
mapNormals[nCounter + 2] = n6;
|
|
mapNormals[nCounter + 3] = n6;
|
|
mapNormals[nCounter + 4] = n6;
|
|
mapNormals[nCounter + 5] = n6;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = vt2;
|
|
mapTexcoords[tcCounter + 1] = vt1;
|
|
mapTexcoords[tcCounter + 2] = vt4;
|
|
mapTexcoords[tcCounter + 3] = vt4;
|
|
mapTexcoords[tcCounter + 4] = vt1;
|
|
mapTexcoords[tcCounter + 5] = vt3;
|
|
tcCounter += 6;
|
|
}
|
|
|
|
if (((z > 0) &&
|
|
(cubesmap.pixels[(z - 1)*cubesmap.width + x].r == 0) &&
|
|
(cubesmap.pixels[(z - 1)*cubesmap.width + x].g == 0) &&
|
|
(cubesmap.pixels[(z - 1)*cubesmap.width + x].b == 0)) || (z == 0))
|
|
{
|
|
// Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v1;
|
|
mapVertices[vCounter + 1] = v5;
|
|
mapVertices[vCounter + 2] = v6;
|
|
mapVertices[vCounter + 3] = v1;
|
|
mapVertices[vCounter + 4] = v4;
|
|
mapVertices[vCounter + 5] = v5;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n5;
|
|
mapNormals[nCounter + 1] = n5;
|
|
mapNormals[nCounter + 2] = n5;
|
|
mapNormals[nCounter + 3] = n5;
|
|
mapNormals[nCounter + 4] = n5;
|
|
mapNormals[nCounter + 5] = n5;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = vt4;
|
|
mapTexcoords[tcCounter + 1] = vt1;
|
|
mapTexcoords[tcCounter + 2] = vt3;
|
|
mapTexcoords[tcCounter + 3] = vt4;
|
|
mapTexcoords[tcCounter + 4] = vt2;
|
|
mapTexcoords[tcCounter + 5] = vt1;
|
|
tcCounter += 6;
|
|
}
|
|
|
|
if (((x < cubesmap.width - 1) &&
|
|
(cubesmap.pixels[z*cubesmap.width + (x + 1)].r == 0) &&
|
|
(cubesmap.pixels[z*cubesmap.width + (x + 1)].g == 0) &&
|
|
(cubesmap.pixels[z*cubesmap.width + (x + 1)].b == 0)) || (x == cubesmap.width - 1))
|
|
{
|
|
// Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v3;
|
|
mapVertices[vCounter + 1] = v8;
|
|
mapVertices[vCounter + 2] = v4;
|
|
mapVertices[vCounter + 3] = v4;
|
|
mapVertices[vCounter + 4] = v8;
|
|
mapVertices[vCounter + 5] = v5;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n1;
|
|
mapNormals[nCounter + 1] = n1;
|
|
mapNormals[nCounter + 2] = n1;
|
|
mapNormals[nCounter + 3] = n1;
|
|
mapNormals[nCounter + 4] = n1;
|
|
mapNormals[nCounter + 5] = n1;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = vt2;
|
|
mapTexcoords[tcCounter + 1] = vt1;
|
|
mapTexcoords[tcCounter + 2] = vt4;
|
|
mapTexcoords[tcCounter + 3] = vt4;
|
|
mapTexcoords[tcCounter + 4] = vt1;
|
|
mapTexcoords[tcCounter + 5] = vt3;
|
|
tcCounter += 6;
|
|
}
|
|
|
|
if (((x > 0) &&
|
|
(cubesmap.pixels[z*cubesmap.width + (x - 1)].r == 0) &&
|
|
(cubesmap.pixels[z*cubesmap.width + (x - 1)].g == 0) &&
|
|
(cubesmap.pixels[z*cubesmap.width + (x - 1)].b == 0)) || (x == 0))
|
|
{
|
|
// Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v1;
|
|
mapVertices[vCounter + 1] = v7;
|
|
mapVertices[vCounter + 2] = v2;
|
|
mapVertices[vCounter + 3] = v1;
|
|
mapVertices[vCounter + 4] = v6;
|
|
mapVertices[vCounter + 5] = v7;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n2;
|
|
mapNormals[nCounter + 1] = n2;
|
|
mapNormals[nCounter + 2] = n2;
|
|
mapNormals[nCounter + 3] = n2;
|
|
mapNormals[nCounter + 4] = n2;
|
|
mapNormals[nCounter + 5] = n2;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = vt2;
|
|
mapTexcoords[tcCounter + 1] = vt3;
|
|
mapTexcoords[tcCounter + 2] = vt4;
|
|
mapTexcoords[tcCounter + 3] = vt2;
|
|
mapTexcoords[tcCounter + 4] = vt1;
|
|
mapTexcoords[tcCounter + 5] = vt3;
|
|
tcCounter += 6;
|
|
}
|
|
}
|
|
// We check pixel color to be BLACK, we will only draw floor and roof
|
|
else if ((cubesmap.pixels[z*cubesmap.width + x].r == 0) &&
|
|
(cubesmap.pixels[z*cubesmap.width + x].g == 0) &&
|
|
(cubesmap.pixels[z*cubesmap.width + x].b == 0))
|
|
{
|
|
// Define top triangles (2 tris, 6 vertex --> v1-v3-v2, v1-v4-v3)
|
|
// TODO: ...
|
|
|
|
// Define bottom triangles (2 tris, 6 vertex --> v6-v7-v8, v6-v8-v5)
|
|
// TODO: ...
|
|
}
|
|
}
|
|
}
|
|
|
|
// Move data from mapVertices temp arays to vertices float array
|
|
vData.vertexCount = vCounter;
|
|
|
|
printf("Vertex count: %i\n", vCounter);
|
|
|
|
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
|
|
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
|
|
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
|
|
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
|
|
|
|
// Fill color data
|
|
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
|
|
|
|
int fCounter = 0;
|
|
|
|
// Move vertices data
|
|
for (int i = 0; i < vCounter; i++)
|
|
{
|
|
vData.vertices[fCounter] = mapVertices[i].x;
|
|
vData.vertices[fCounter + 1] = mapVertices[i].y;
|
|
vData.vertices[fCounter + 2] = mapVertices[i].z;
|
|
fCounter += 3;
|
|
}
|
|
|
|
fCounter = 0;
|
|
|
|
// Move normals data
|
|
for (int i = 0; i < nCounter; i++)
|
|
{
|
|
vData.normals[fCounter] = mapNormals[i].x;
|
|
vData.normals[fCounter + 1] = mapNormals[i].y;
|
|
vData.normals[fCounter + 2] = mapNormals[i].z;
|
|
fCounter += 3;
|
|
}
|
|
|
|
fCounter = 0;
|
|
|
|
// Move texcoords data
|
|
for (int i = 0; i < tcCounter; i++)
|
|
{
|
|
vData.texcoords[fCounter] = mapTexcoords[i].x;
|
|
vData.texcoords[fCounter + 1] = mapTexcoords[i].y;
|
|
fCounter += 2;
|
|
}
|
|
|
|
free(mapVertices);
|
|
free(mapNormals);
|
|
free(mapTexcoords);
|
|
|
|
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
|
|
|
|
Model model = rlglLoadModel(vData);
|
|
|
|
// Now that vertex data is uploaded to GPU, we can free arrays
|
|
// NOTE: Despite vertex data is useless on OpenGL 3.3 or ES2, we will keep it...
|
|
//free(vData.vertices);
|
|
//free(vData.texcoords);
|
|
//free(vData.normals);
|
|
|
|
return model;
|
|
}
|
|
|
|
// Unload 3d model from memory
|
|
void UnloadModel(Model model)
|
|
{
|
|
free(model.mesh.vertices);
|
|
free(model.mesh.texcoords);
|
|
free(model.mesh.normals);
|
|
|
|
rlDeleteBuffers(model.vboId[0]);
|
|
rlDeleteBuffers(model.vboId[1]);
|
|
rlDeleteBuffers(model.vboId[2]);
|
|
|
|
rlDeleteVertexArrays(model.vaoId);
|
|
}
|
|
|
|
void SetModelTexture(Model *model, Texture2D texture)
|
|
{
|
|
if (texture.id <= 0) model->textureId = 1; // Default white texture (use mesh color)
|
|
else model->textureId = texture.id;
|
|
}
|
|
|
|
// Draw a model (with texture if set)
|
|
void DrawModel(Model model, Vector3 position, float scale, Color tint)
|
|
{
|
|
Vector3 vScale = { scale, scale, scale };
|
|
Vector3 rotation = { 0, 0, 0 };
|
|
|
|
rlglDrawModel(model, position, rotation, vScale, tint, false);
|
|
}
|
|
|
|
// Draw a model with extended parameters
|
|
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint)
|
|
{
|
|
rlglDrawModel(model, position, rotation, scale, tint, false);
|
|
}
|
|
|
|
// Draw a model wires (with texture if set)
|
|
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
|
|
{
|
|
Vector3 vScale = { scale, scale, scale };
|
|
Vector3 rotation = { 0, 0, 0 };
|
|
|
|
rlglDrawModel(model, position, rotation, vScale, color, true);
|
|
}
|
|
|
|
// Draw a billboard
|
|
// TODO: Math review...
|
|
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
|
|
{
|
|
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
|
|
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
|
|
|
|
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
MatrixTranspose(&viewMatrix);
|
|
|
|
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
|
|
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
|
|
/*
|
|
d-------c
|
|
| |
|
|
| * |
|
|
| |
|
|
a-------b
|
|
*/
|
|
VectorScale(&right, sizeRatio.x/2);
|
|
VectorScale(&up, sizeRatio.y/2);
|
|
|
|
Vector3 p1 = VectorAdd(right, up);
|
|
Vector3 p2 = VectorSubtract(right, up);
|
|
|
|
Vector3 a = VectorSubtract(center, p2);
|
|
Vector3 b = VectorAdd(center, p1);
|
|
Vector3 c = VectorAdd(center, p2);
|
|
Vector3 d = VectorSubtract(center, p1);
|
|
|
|
rlEnableTexture(texture.id);
|
|
|
|
rlBegin(RL_QUADS);
|
|
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
|
rlNormal3f(0.0f, 1.0f, 0.0f);
|
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
|
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
|
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
|
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
|
|
rlEnd();
|
|
|
|
rlDisableTexture();
|
|
}
|
|
|
|
// Draw a billboard (part of a texture defined by a rectangle)
|
|
// TODO: Math review...
|
|
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
|
|
{
|
|
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
|
|
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
|
|
|
|
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
MatrixTranspose(&viewMatrix);
|
|
|
|
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
|
|
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
|
|
/*
|
|
d-------c
|
|
| |
|
|
| * |
|
|
| |
|
|
a-------b
|
|
*/
|
|
VectorScale(&right, sizeRatio.x/2);
|
|
VectorScale(&up, sizeRatio.y/2);
|
|
|
|
Vector3 p1 = VectorAdd(right, up);
|
|
Vector3 p2 = VectorSubtract(right, up);
|
|
|
|
Vector3 a = VectorSubtract(center, p2);
|
|
Vector3 b = VectorAdd(center, p1);
|
|
Vector3 c = VectorAdd(center, p2);
|
|
Vector3 d = VectorSubtract(center, p1);
|
|
|
|
rlEnableTexture(texture.id);
|
|
|
|
rlBegin(RL_QUADS);
|
|
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
|
|
|
// Bottom-left corner for texture and quad
|
|
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
|
|
rlVertex3f(a.x, a.y, a.z);
|
|
|
|
// Bottom-right corner for texture and quad
|
|
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
|
|
rlVertex3f(b.x, b.y, b.z);
|
|
|
|
// Top-right corner for texture and quad
|
|
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
|
rlVertex3f(c.x, c.y, c.z);
|
|
|
|
// Top-left corner for texture and quad
|
|
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
|
rlVertex3f(d.x, d.y, d.z);
|
|
rlEnd();
|
|
|
|
rlDisableTexture();
|
|
}
|
|
|
|
// Get current vertex y altitude (proportional to pixel colors in grayscale)
|
|
static float GetHeightValue(Color pixel)
|
|
{
|
|
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
|
|
}
|
|
|
|
// Load OBJ mesh data
|
|
static VertexData LoadOBJ(const char *fileName)
|
|
{
|
|
VertexData vData;
|
|
|
|
char dataType;
|
|
char comments[200];
|
|
|
|
int numVertex = 0;
|
|
int numNormals = 0;
|
|
int numTexCoords = 0;
|
|
int numTriangles = 0;
|
|
|
|
FILE *objFile;
|
|
|
|
objFile = fopen(fileName, "rt");
|
|
|
|
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
|
|
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
|
|
// NOTE: faces MUST be defined as TRIANGLES, not QUADS
|
|
while(!feof(objFile))
|
|
{
|
|
fscanf(objFile, "%c", &dataType);
|
|
|
|
switch(dataType)
|
|
{
|
|
case '#': // Comments
|
|
case 'o': // Object name (One OBJ file can contain multible named meshes)
|
|
case 'g': // Group name
|
|
case 's': // Smoothing level
|
|
case 'm': // mtllib [external .mtl file name]
|
|
case 'u': // usemtl [material name]
|
|
{
|
|
fgets(comments, 200, objFile);
|
|
} break;
|
|
case 'v':
|
|
{
|
|
fscanf(objFile, "%c", &dataType);
|
|
|
|
if (dataType == 't') // Read texCoord
|
|
{
|
|
numTexCoords++;
|
|
fgets(comments, 200, objFile);
|
|
}
|
|
else if (dataType == 'n') // Read normals
|
|
{
|
|
numNormals++;
|
|
fgets(comments, 200, objFile);
|
|
}
|
|
else // Read vertex
|
|
{
|
|
numVertex++;
|
|
fgets(comments, 200, objFile);
|
|
}
|
|
} break;
|
|
case 'f':
|
|
{
|
|
numTriangles++;
|
|
fgets(comments, 200, objFile);
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
TraceLog(DEBUG, "[%s] Model num vertices: %i", fileName, numVertex);
|
|
TraceLog(DEBUG, "[%s] Model num texcoords: %i", fileName, numTexCoords);
|
|
TraceLog(DEBUG, "[%s] Model num normals: %i", fileName, numNormals);
|
|
TraceLog(DEBUG, "[%s] Model num triangles: %i", fileName, numTriangles);
|
|
|
|
// Once we know the number of vertices to store, we create required arrays
|
|
Vector3 *midVertices = (Vector3 *)malloc(numVertex*sizeof(Vector3));
|
|
Vector3 *midNormals = NULL;
|
|
if (numNormals > 0) midNormals = (Vector3 *)malloc(numNormals*sizeof(Vector3));
|
|
Vector2 *midTexCoords = NULL;
|
|
if (numTexCoords > 0) midTexCoords = (Vector2 *)malloc(numTexCoords*sizeof(Vector2));
|
|
|
|
int countVertex = 0;
|
|
int countNormals = 0;
|
|
int countTexCoords = 0;
|
|
|
|
rewind(objFile); // Return to the beginning of the file, to read again
|
|
|
|
// Second reading pass: Get vertex data to fill intermediate arrays
|
|
// NOTE: This second pass is required in case of multiple meshes defined in same OBJ
|
|
// TODO: Consider that diferent meshes can have different vertex data available (position, texcoords, normals)
|
|
while(!feof(objFile))
|
|
{
|
|
fscanf(objFile, "%c", &dataType);
|
|
|
|
switch(dataType)
|
|
{
|
|
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': 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;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// At this point all vertex data (v, vt, vn) has been gathered on midVertices, midTexCoords, midNormals
|
|
// Now we can organize that data into our VertexData struct
|
|
|
|
vData.vertexCount = numTriangles*3;
|
|
|
|
// Additional arrays to store vertex data as floats
|
|
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
|
|
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
|
|
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
|
|
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
|
|
|
|
int vCounter = 0; // Used to count vertices float by float
|
|
int tcCounter = 0; // Used to count texcoords float by float
|
|
int nCounter = 0; // Used to count normals float by float
|
|
|
|
int vNum[3], vtNum[3], vnNum[3];
|
|
|
|
rewind(objFile); // Return to the beginning of the file, to read again
|
|
|
|
if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName);
|
|
|
|
// Third reading pass: Get faces (triangles) data and fill VertexArray
|
|
while(!feof(objFile))
|
|
{
|
|
fscanf(objFile, "%c", &dataType);
|
|
|
|
switch(dataType)
|
|
{
|
|
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break;
|
|
case 'f':
|
|
{
|
|
// NOTE: It could be that OBJ does not have normals or texcoords defined!
|
|
|
|
if ((numNormals == 0) && (numTexCoords == 0)) fscanf(objFile, "%i %i %i", &vNum[0], &vNum[1], &vNum[2]);
|
|
else if (numNormals == 0) fscanf(objFile, "%i/%i %i/%i %i/%i", &vNum[0], &vtNum[0], &vNum[1], &vtNum[1], &vNum[2], &vtNum[2]);
|
|
else fscanf(objFile, "%i/%i/%i %i/%i/%i %i/%i/%i", &vNum[0], &vtNum[0], &vnNum[0], &vNum[1], &vtNum[1], &vnNum[1], &vNum[2], &vtNum[2], &vnNum[2]);
|
|
|
|
vData.vertices[vCounter] = midVertices[vNum[0]-1].x;
|
|
vData.vertices[vCounter + 1] = midVertices[vNum[0]-1].y;
|
|
vData.vertices[vCounter + 2] = midVertices[vNum[0]-1].z;
|
|
vCounter += 3;
|
|
vData.vertices[vCounter] = midVertices[vNum[1]-1].x;
|
|
vData.vertices[vCounter + 1] = midVertices[vNum[1]-1].y;
|
|
vData.vertices[vCounter + 2] = midVertices[vNum[1]-1].z;
|
|
vCounter += 3;
|
|
vData.vertices[vCounter] = midVertices[vNum[2]-1].x;
|
|
vData.vertices[vCounter + 1] = midVertices[vNum[2]-1].y;
|
|
vData.vertices[vCounter + 2] = midVertices[vNum[2]-1].z;
|
|
vCounter += 3;
|
|
|
|
if (numNormals > 0)
|
|
{
|
|
vData.normals[nCounter] = midNormals[vnNum[0]-1].x;
|
|
vData.normals[nCounter + 1] = midNormals[vnNum[0]-1].y;
|
|
vData.normals[nCounter + 2] = midNormals[vnNum[0]-1].z;
|
|
nCounter += 3;
|
|
vData.normals[nCounter] = midNormals[vnNum[1]-1].x;
|
|
vData.normals[nCounter + 1] = midNormals[vnNum[1]-1].y;
|
|
vData.normals[nCounter + 2] = midNormals[vnNum[1]-1].z;
|
|
nCounter += 3;
|
|
vData.normals[nCounter] = midNormals[vnNum[2]-1].x;
|
|
vData.normals[nCounter + 1] = midNormals[vnNum[2]-1].y;
|
|
vData.normals[nCounter + 2] = midNormals[vnNum[2]-1].z;
|
|
nCounter += 3;
|
|
}
|
|
else
|
|
{
|
|
// If normals not defined, they are calculated from the 3 vertices [N = (V2 - V1) x (V3 - V1)]
|
|
Vector3 norm = VectorCrossProduct(VectorSubtract(midVertices[vNum[1]-1], midVertices[vNum[0]-1]), VectorSubtract(midVertices[vNum[2]-1], midVertices[vNum[0]-1]));
|
|
VectorNormalize(&norm);
|
|
|
|
vData.normals[nCounter] = norm.x;
|
|
vData.normals[nCounter + 1] = norm.y;
|
|
vData.normals[nCounter + 2] = norm.z;
|
|
nCounter += 3;
|
|
vData.normals[nCounter] = norm.x;
|
|
vData.normals[nCounter + 1] = norm.y;
|
|
vData.normals[nCounter + 2] = norm.z;
|
|
nCounter += 3;
|
|
vData.normals[nCounter] = norm.x;
|
|
vData.normals[nCounter + 1] = norm.y;
|
|
vData.normals[nCounter + 2] = norm.z;
|
|
nCounter += 3;
|
|
}
|
|
|
|
if (numTexCoords > 0)
|
|
{
|
|
vData.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x;
|
|
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[0]-1].y;
|
|
tcCounter += 2;
|
|
vData.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x;
|
|
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[1]-1].y;
|
|
tcCounter += 2;
|
|
vData.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x;
|
|
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum[2]-1].y;
|
|
tcCounter += 2;
|
|
}
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
fclose(objFile);
|
|
|
|
// Security check, just in case no normals or no texcoords defined in OBJ
|
|
if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
|
|
|
|
// NOTE: We set all vertex colors to white
|
|
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
|
|
|
|
// Now we can free temp mid* arrays
|
|
free(midVertices);
|
|
free(midNormals);
|
|
free(midTexCoords);
|
|
|
|
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
|
|
TraceLog(INFO, "[%s] Model loaded successfully in RAM (CPU)", fileName);
|
|
|
|
return vData;
|
|
} |