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| author | Sebastiano Tronto <sebastiano@tronto.net> | 2025-04-21 11:09:56 +0200 |
|---|---|---|
| committer | Sebastiano Tronto <sebastiano@tronto.net> | 2025-04-21 11:09:56 +0200 |
| commit | 123144c93bfc77883c8fb517828b47bbe13b8671 (patch) | |
| tree | 762739afedb5f3f168051367515cb9b9a06ec68d /raylib/src/rmodels.c | |
| download | minesweeper-123144c93bfc77883c8fb517828b47bbe13b8671.tar.gz minesweeper-123144c93bfc77883c8fb517828b47bbe13b8671.zip | |
Diffstat (limited to 'raylib/src/rmodels.c')
| -rw-r--r-- | raylib/src/rmodels.c | 6796 |
1 files changed, 6796 insertions, 0 deletions
diff --git a/raylib/src/rmodels.c b/raylib/src/rmodels.c new file mode 100644 index 0000000..b5830b2 --- /dev/null +++ b/raylib/src/rmodels.c | |||
| @@ -0,0 +1,6796 @@ | |||
| 1 | /********************************************************************************************** | ||
| 2 | * | ||
| 3 | * rmodels - Basic functions to draw 3d shapes and load and draw 3d models | ||
| 4 | * | ||
| 5 | * CONFIGURATION: | ||
| 6 | * #define SUPPORT_MODULE_RMODELS | ||
| 7 | * rmodels module is included in the build | ||
| 8 | * | ||
| 9 | * #define SUPPORT_FILEFORMAT_OBJ | ||
| 10 | * #define SUPPORT_FILEFORMAT_MTL | ||
| 11 | * #define SUPPORT_FILEFORMAT_IQM | ||
| 12 | * #define SUPPORT_FILEFORMAT_GLTF | ||
| 13 | * #define SUPPORT_FILEFORMAT_VOX | ||
| 14 | * #define SUPPORT_FILEFORMAT_M3D | ||
| 15 | * Selected desired fileformats to be supported for model data loading. | ||
| 16 | * | ||
| 17 | * #define SUPPORT_MESH_GENERATION | ||
| 18 | * Support procedural mesh generation functions, uses external par_shapes.h library | ||
| 19 | * NOTE: Some generated meshes DO NOT include generated texture coordinates | ||
| 20 | * | ||
| 21 | * | ||
| 22 | * LICENSE: zlib/libpng | ||
| 23 | * | ||
| 24 | * Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) | ||
| 25 | * | ||
| 26 | * This software is provided "as-is", without any express or implied warranty. In no event | ||
| 27 | * will the authors be held liable for any damages arising from the use of this software. | ||
| 28 | * | ||
| 29 | * Permission is granted to anyone to use this software for any purpose, including commercial | ||
| 30 | * applications, and to alter it and redistribute it freely, subject to the following restrictions: | ||
| 31 | * | ||
| 32 | * 1. The origin of this software must not be misrepresented; you must not claim that you | ||
| 33 | * wrote the original software. If you use this software in a product, an acknowledgment | ||
| 34 | * in the product documentation would be appreciated but is not required. | ||
| 35 | * | ||
| 36 | * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | ||
| 37 | * as being the original software. | ||
| 38 | * | ||
| 39 | * 3. This notice may not be removed or altered from any source distribution. | ||
| 40 | * | ||
| 41 | **********************************************************************************************/ | ||
| 42 | |||
| 43 | #include "raylib.h" // Declares module functions | ||
| 44 | |||
| 45 | // Check if config flags have been externally provided on compilation line | ||
| 46 | #if !defined(EXTERNAL_CONFIG_FLAGS) | ||
| 47 | #include "config.h" // Defines module configuration flags | ||
| 48 | #endif | ||
| 49 | |||
| 50 | #if defined(SUPPORT_MODULE_RMODELS) | ||
| 51 | |||
| 52 | #include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText() | ||
| 53 | #include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 | ||
| 54 | #include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality | ||
| 55 | |||
| 56 | #include <stdio.h> // Required for: sprintf() | ||
| 57 | #include <stdlib.h> // Required for: malloc(), calloc(), free() | ||
| 58 | #include <string.h> // Required for: memcmp(), strlen(), strncpy() | ||
| 59 | #include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf() | ||
| 60 | |||
| 61 | #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) | ||
| 62 | #define TINYOBJ_MALLOC RL_MALLOC | ||
| 63 | #define TINYOBJ_CALLOC RL_CALLOC | ||
| 64 | #define TINYOBJ_REALLOC RL_REALLOC | ||
| 65 | #define TINYOBJ_FREE RL_FREE | ||
| 66 | |||
| 67 | #define TINYOBJ_LOADER_C_IMPLEMENTATION | ||
| 68 | #include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading | ||
| 69 | #endif | ||
| 70 | |||
| 71 | #if defined(SUPPORT_FILEFORMAT_GLTF) | ||
| 72 | #define CGLTF_MALLOC RL_MALLOC | ||
| 73 | #define CGLTF_FREE RL_FREE | ||
| 74 | |||
| 75 | #define CGLTF_IMPLEMENTATION | ||
| 76 | #include "external/cgltf.h" // glTF file format loading | ||
| 77 | #endif | ||
| 78 | |||
| 79 | #if defined(SUPPORT_FILEFORMAT_VOX) | ||
| 80 | #define VOX_MALLOC RL_MALLOC | ||
| 81 | #define VOX_CALLOC RL_CALLOC | ||
| 82 | #define VOX_REALLOC RL_REALLOC | ||
| 83 | #define VOX_FREE RL_FREE | ||
| 84 | |||
| 85 | #define VOX_LOADER_IMPLEMENTATION | ||
| 86 | #include "external/vox_loader.h" // VOX file format loading (MagikaVoxel) | ||
| 87 | #endif | ||
| 88 | |||
| 89 | #if defined(SUPPORT_FILEFORMAT_M3D) | ||
| 90 | #define M3D_MALLOC RL_MALLOC | ||
| 91 | #define M3D_REALLOC RL_REALLOC | ||
| 92 | #define M3D_FREE RL_FREE | ||
| 93 | |||
| 94 | #define M3D_IMPLEMENTATION | ||
| 95 | #include "external/m3d.h" // Model3D file format loading | ||
| 96 | #endif | ||
| 97 | |||
| 98 | #if defined(SUPPORT_MESH_GENERATION) | ||
| 99 | #define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T))) | ||
| 100 | #define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1)) | ||
| 101 | #define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N))) | ||
| 102 | #define PAR_FREE RL_FREE | ||
| 103 | |||
| 104 | #if defined(_MSC_VER) // Disable some MSVC warning | ||
| 105 | #pragma warning(push) | ||
| 106 | #pragma warning(disable : 4244) | ||
| 107 | #pragma warning(disable : 4305) | ||
| 108 | #endif | ||
| 109 | |||
| 110 | #define PAR_SHAPES_IMPLEMENTATION | ||
| 111 | #include "external/par_shapes.h" // Shapes 3d parametric generation | ||
| 112 | |||
| 113 | #if defined(_MSC_VER) | ||
| 114 | #pragma warning(pop) // Disable MSVC warning suppression | ||
| 115 | #endif | ||
| 116 | #endif | ||
| 117 | |||
| 118 | #if defined(_WIN32) | ||
| 119 | #include <direct.h> // Required for: _chdir() [Used in LoadOBJ()] | ||
| 120 | #define CHDIR _chdir | ||
| 121 | #else | ||
| 122 | #include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()] | ||
| 123 | #define CHDIR chdir | ||
| 124 | #endif | ||
| 125 | |||
| 126 | //---------------------------------------------------------------------------------- | ||
| 127 | // Defines and Macros | ||
| 128 | //---------------------------------------------------------------------------------- | ||
| 129 | #ifndef MAX_MATERIAL_MAPS | ||
| 130 | #define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported | ||
| 131 | #endif | ||
| 132 | #ifndef MAX_MESH_VERTEX_BUFFERS | ||
| 133 | #define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh | ||
| 134 | #endif | ||
| 135 | |||
| 136 | //---------------------------------------------------------------------------------- | ||
| 137 | // Types and Structures Definition | ||
| 138 | //---------------------------------------------------------------------------------- | ||
| 139 | // ... | ||
| 140 | |||
| 141 | //---------------------------------------------------------------------------------- | ||
| 142 | // Global Variables Definition | ||
| 143 | //---------------------------------------------------------------------------------- | ||
| 144 | // ... | ||
| 145 | |||
| 146 | //---------------------------------------------------------------------------------- | ||
| 147 | // Module specific Functions Declaration | ||
| 148 | //---------------------------------------------------------------------------------- | ||
| 149 | #if defined(SUPPORT_FILEFORMAT_OBJ) | ||
| 150 | static Model LoadOBJ(const char *fileName); // Load OBJ mesh data | ||
| 151 | #endif | ||
| 152 | #if defined(SUPPORT_FILEFORMAT_IQM) | ||
| 153 | static Model LoadIQM(const char *fileName); // Load IQM mesh data | ||
| 154 | static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCount); // Load IQM animation data | ||
| 155 | #endif | ||
| 156 | #if defined(SUPPORT_FILEFORMAT_GLTF) | ||
| 157 | static Model LoadGLTF(const char *fileName); // Load GLTF mesh data | ||
| 158 | static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCount); // Load GLTF animation data | ||
| 159 | #endif | ||
| 160 | #if defined(SUPPORT_FILEFORMAT_VOX) | ||
| 161 | static Model LoadVOX(const char *filename); // Load VOX mesh data | ||
| 162 | #endif | ||
| 163 | #if defined(SUPPORT_FILEFORMAT_M3D) | ||
| 164 | static Model LoadM3D(const char *filename); // Load M3D mesh data | ||
| 165 | static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCount); // Load M3D animation data | ||
| 166 | #endif | ||
| 167 | #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) | ||
| 168 | static void ProcessMaterialsOBJ(Material *rayMaterials, tinyobj_material_t *materials, int materialCount); // Process obj materials | ||
| 169 | #endif | ||
| 170 | |||
| 171 | //---------------------------------------------------------------------------------- | ||
| 172 | // Module Functions Definition | ||
| 173 | //---------------------------------------------------------------------------------- | ||
| 174 | |||
| 175 | // Draw a line in 3D world space | ||
| 176 | void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) | ||
| 177 | { | ||
| 178 | rlBegin(RL_LINES); | ||
| 179 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 180 | rlVertex3f(startPos.x, startPos.y, startPos.z); | ||
| 181 | rlVertex3f(endPos.x, endPos.y, endPos.z); | ||
| 182 | rlEnd(); | ||
| 183 | } | ||
| 184 | |||
| 185 | // Draw a point in 3D space, actually a small line | ||
| 186 | void DrawPoint3D(Vector3 position, Color color) | ||
| 187 | { | ||
| 188 | rlPushMatrix(); | ||
| 189 | rlTranslatef(position.x, position.y, position.z); | ||
| 190 | rlBegin(RL_LINES); | ||
| 191 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 192 | rlVertex3f(0.0f, 0.0f, 0.0f); | ||
| 193 | rlVertex3f(0.0f, 0.0f, 0.1f); | ||
| 194 | rlEnd(); | ||
| 195 | rlPopMatrix(); | ||
| 196 | } | ||
| 197 | |||
| 198 | // Draw a circle in 3D world space | ||
| 199 | void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color) | ||
| 200 | { | ||
| 201 | rlPushMatrix(); | ||
| 202 | rlTranslatef(center.x, center.y, center.z); | ||
| 203 | rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z); | ||
| 204 | |||
| 205 | rlBegin(RL_LINES); | ||
| 206 | for (int i = 0; i < 360; i += 10) | ||
| 207 | { | ||
| 208 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 209 | |||
| 210 | rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f); | ||
| 211 | rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f); | ||
| 212 | } | ||
| 213 | rlEnd(); | ||
| 214 | rlPopMatrix(); | ||
| 215 | } | ||
| 216 | |||
| 217 | // Draw a color-filled triangle (vertex in counter-clockwise order!) | ||
| 218 | void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color) | ||
| 219 | { | ||
| 220 | rlBegin(RL_TRIANGLES); | ||
| 221 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 222 | rlVertex3f(v1.x, v1.y, v1.z); | ||
| 223 | rlVertex3f(v2.x, v2.y, v2.z); | ||
| 224 | rlVertex3f(v3.x, v3.y, v3.z); | ||
| 225 | rlEnd(); | ||
| 226 | } | ||
| 227 | |||
| 228 | // Draw a triangle strip defined by points | ||
| 229 | void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color) | ||
| 230 | { | ||
| 231 | if (pointCount < 3) return; // Security check | ||
| 232 | |||
| 233 | rlBegin(RL_TRIANGLES); | ||
| 234 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 235 | |||
| 236 | for (int i = 2; i < pointCount; i++) | ||
| 237 | { | ||
| 238 | if ((i%2) == 0) | ||
| 239 | { | ||
| 240 | rlVertex3f(points[i].x, points[i].y, points[i].z); | ||
| 241 | rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z); | ||
| 242 | rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z); | ||
| 243 | } | ||
| 244 | else | ||
| 245 | { | ||
| 246 | rlVertex3f(points[i].x, points[i].y, points[i].z); | ||
| 247 | rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z); | ||
| 248 | rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z); | ||
| 249 | } | ||
| 250 | } | ||
| 251 | rlEnd(); | ||
| 252 | } | ||
| 253 | |||
| 254 | // Draw cube | ||
| 255 | // NOTE: Cube position is the center position | ||
| 256 | void DrawCube(Vector3 position, float width, float height, float length, Color color) | ||
| 257 | { | ||
| 258 | float x = 0.0f; | ||
| 259 | float y = 0.0f; | ||
| 260 | float z = 0.0f; | ||
| 261 | |||
| 262 | rlPushMatrix(); | ||
| 263 | // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) | ||
| 264 | rlTranslatef(position.x, position.y, position.z); | ||
| 265 | //rlRotatef(45, 0, 1, 0); | ||
| 266 | //rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition | ||
| 267 | |||
| 268 | rlBegin(RL_TRIANGLES); | ||
| 269 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 270 | |||
| 271 | // Front face | ||
| 272 | rlNormal3f(0.0f, 0.0f, 1.0f); | ||
| 273 | rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left | ||
| 274 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right | ||
| 275 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left | ||
| 276 | |||
| 277 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right | ||
| 278 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left | ||
| 279 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right | ||
| 280 | |||
| 281 | // Back face | ||
| 282 | rlNormal3f(0.0f, 0.0f, -1.0f); | ||
| 283 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left | ||
| 284 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left | ||
| 285 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right | ||
| 286 | |||
| 287 | rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right | ||
| 288 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right | ||
| 289 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left | ||
| 290 | |||
| 291 | // Top face | ||
| 292 | rlNormal3f(0.0f, 1.0f, 0.0f); | ||
| 293 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left | ||
| 294 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left | ||
| 295 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right | ||
| 296 | |||
| 297 | rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right | ||
| 298 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left | ||
| 299 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right | ||
| 300 | |||
| 301 | // Bottom face | ||
| 302 | rlNormal3f(0.0f, -1.0f, 0.0f); | ||
| 303 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left | ||
| 304 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right | ||
| 305 | rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left | ||
| 306 | |||
| 307 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right | ||
| 308 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right | ||
| 309 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left | ||
| 310 | |||
| 311 | // Right face | ||
| 312 | rlNormal3f(1.0f, 0.0f, 0.0f); | ||
| 313 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right | ||
| 314 | rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right | ||
| 315 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left | ||
| 316 | |||
| 317 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left | ||
| 318 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right | ||
| 319 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left | ||
| 320 | |||
| 321 | // Left face | ||
| 322 | rlNormal3f(-1.0f, 0.0f, 0.0f); | ||
| 323 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right | ||
| 324 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left | ||
| 325 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right | ||
| 326 | |||
| 327 | rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left | ||
| 328 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left | ||
| 329 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right | ||
| 330 | rlEnd(); | ||
| 331 | rlPopMatrix(); | ||
| 332 | } | ||
| 333 | |||
| 334 | // Draw cube (Vector version) | ||
| 335 | void DrawCubeV(Vector3 position, Vector3 size, Color color) | ||
| 336 | { | ||
| 337 | DrawCube(position, size.x, size.y, size.z, color); | ||
| 338 | } | ||
| 339 | |||
| 340 | // Draw cube wires | ||
| 341 | void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) | ||
| 342 | { | ||
| 343 | float x = 0.0f; | ||
| 344 | float y = 0.0f; | ||
| 345 | float z = 0.0f; | ||
| 346 | |||
| 347 | rlPushMatrix(); | ||
| 348 | rlTranslatef(position.x, position.y, position.z); | ||
| 349 | |||
| 350 | rlBegin(RL_LINES); | ||
| 351 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 352 | |||
| 353 | // Front face | ||
| 354 | //------------------------------------------------------------------ | ||
| 355 | // Bottom line | ||
| 356 | rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom left | ||
| 357 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom right | ||
| 358 | |||
| 359 | // Left line | ||
| 360 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom right | ||
| 361 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Top right | ||
| 362 | |||
| 363 | // Top line | ||
| 364 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Top right | ||
| 365 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Top left | ||
| 366 | |||
| 367 | // Right line | ||
| 368 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Top left | ||
| 369 | rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom left | ||
| 370 | |||
| 371 | // Back face | ||
| 372 | //------------------------------------------------------------------ | ||
| 373 | // Bottom line | ||
| 374 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom left | ||
| 375 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom right | ||
| 376 | |||
| 377 | // Left line | ||
| 378 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom right | ||
| 379 | rlVertex3f(x + width/2, y + height/2, z - length/2); // Top right | ||
| 380 | |||
| 381 | // Top line | ||
| 382 | rlVertex3f(x + width/2, y + height/2, z - length/2); // Top right | ||
| 383 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top left | ||
| 384 | |||
| 385 | // Right line | ||
| 386 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top left | ||
| 387 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom left | ||
| 388 | |||
| 389 | // Top face | ||
| 390 | //------------------------------------------------------------------ | ||
| 391 | // Left line | ||
| 392 | rlVertex3f(x - width/2, y + height/2, z + length/2); // Top left front | ||
| 393 | rlVertex3f(x - width/2, y + height/2, z - length/2); // Top left back | ||
| 394 | |||
| 395 | // Right line | ||
| 396 | rlVertex3f(x + width/2, y + height/2, z + length/2); // Top right front | ||
| 397 | rlVertex3f(x + width/2, y + height/2, z - length/2); // Top right back | ||
| 398 | |||
| 399 | // Bottom face | ||
| 400 | //------------------------------------------------------------------ | ||
| 401 | // Left line | ||
| 402 | rlVertex3f(x - width/2, y - height/2, z + length/2); // Top left front | ||
| 403 | rlVertex3f(x - width/2, y - height/2, z - length/2); // Top left back | ||
| 404 | |||
| 405 | // Right line | ||
| 406 | rlVertex3f(x + width/2, y - height/2, z + length/2); // Top right front | ||
| 407 | rlVertex3f(x + width/2, y - height/2, z - length/2); // Top right back | ||
| 408 | rlEnd(); | ||
| 409 | rlPopMatrix(); | ||
| 410 | } | ||
| 411 | |||
| 412 | // Draw cube wires (vector version) | ||
| 413 | void DrawCubeWiresV(Vector3 position, Vector3 size, Color color) | ||
| 414 | { | ||
| 415 | DrawCubeWires(position, size.x, size.y, size.z, color); | ||
| 416 | } | ||
| 417 | |||
| 418 | // Draw sphere | ||
| 419 | void DrawSphere(Vector3 centerPos, float radius, Color color) | ||
| 420 | { | ||
| 421 | DrawSphereEx(centerPos, radius, 16, 16, color); | ||
| 422 | } | ||
| 423 | |||
| 424 | // Draw sphere with extended parameters | ||
| 425 | void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color) | ||
| 426 | { | ||
| 427 | #if 0 | ||
| 428 | // Basic implementation, do not use it! | ||
| 429 | // For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls! | ||
| 430 | // New optimized version below only requires 4 cos()/sin() calls | ||
| 431 | |||
| 432 | rlPushMatrix(); | ||
| 433 | // NOTE: Transformation is applied in inverse order (scale -> translate) | ||
| 434 | rlTranslatef(centerPos.x, centerPos.y, centerPos.z); | ||
| 435 | rlScalef(radius, radius, radius); | ||
| 436 | |||
| 437 | rlBegin(RL_TRIANGLES); | ||
| 438 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 439 | |||
| 440 | for (int i = 0; i < (rings + 2); i++) | ||
| 441 | { | ||
| 442 | for (int j = 0; j < slices; j++) | ||
| 443 | { | ||
| 444 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), | ||
| 445 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), | ||
| 446 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); | ||
| 447 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), | ||
| 448 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), | ||
| 449 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); | ||
| 450 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)), | ||
| 451 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), | ||
| 452 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices))); | ||
| 453 | |||
| 454 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), | ||
| 455 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), | ||
| 456 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); | ||
| 457 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), | ||
| 458 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))), | ||
| 459 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); | ||
| 460 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), | ||
| 461 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), | ||
| 462 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); | ||
| 463 | } | ||
| 464 | } | ||
| 465 | rlEnd(); | ||
| 466 | rlPopMatrix(); | ||
| 467 | #endif | ||
| 468 | |||
| 469 | rlPushMatrix(); | ||
| 470 | // NOTE: Transformation is applied in inverse order (scale -> translate) | ||
| 471 | rlTranslatef(centerPos.x, centerPos.y, centerPos.z); | ||
| 472 | rlScalef(radius, radius, radius); | ||
| 473 | |||
| 474 | rlBegin(RL_TRIANGLES); | ||
| 475 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 476 | |||
| 477 | float ringangle = DEG2RAD*(180.0f/(rings + 1)); // Angle between latitudinal parallels | ||
| 478 | float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians | ||
| 479 | |||
| 480 | float cosring = cosf(ringangle); | ||
| 481 | float sinring = sinf(ringangle); | ||
| 482 | float cosslice = cosf(sliceangle); | ||
| 483 | float sinslice = sinf(sliceangle); | ||
| 484 | |||
| 485 | Vector3 vertices[4] = { 0 }; // Required to store face vertices | ||
| 486 | vertices[2] = (Vector3){ 0, 1, 0 }; | ||
| 487 | vertices[3] = (Vector3){ sinring, cosring, 0 }; | ||
| 488 | |||
| 489 | for (int i = 0; i < rings + 1; i++) | ||
| 490 | { | ||
| 491 | for (int j = 0; j < slices; j++) | ||
| 492 | { | ||
| 493 | vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face | ||
| 494 | vertices[1] = vertices[3]; | ||
| 495 | vertices[2] = (Vector3){ cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z }; // Rotation matrix around y axis | ||
| 496 | vertices[3] = (Vector3){ cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z }; | ||
| 497 | |||
| 498 | rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z); | ||
| 499 | rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z); | ||
| 500 | rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z); | ||
| 501 | |||
| 502 | rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z); | ||
| 503 | rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z); | ||
| 504 | rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z); | ||
| 505 | } | ||
| 506 | |||
| 507 | vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring | ||
| 508 | vertices[3] = (Vector3){ cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z }; // Rotation matrix around z axis | ||
| 509 | } | ||
| 510 | rlEnd(); | ||
| 511 | rlPopMatrix(); | ||
| 512 | } | ||
| 513 | |||
| 514 | // Draw sphere wires | ||
| 515 | void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color) | ||
| 516 | { | ||
| 517 | rlPushMatrix(); | ||
| 518 | // NOTE: Transformation is applied in inverse order (scale -> translate) | ||
| 519 | rlTranslatef(centerPos.x, centerPos.y, centerPos.z); | ||
| 520 | rlScalef(radius, radius, radius); | ||
| 521 | |||
| 522 | rlBegin(RL_LINES); | ||
| 523 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 524 | |||
| 525 | for (int i = 0; i < (rings + 2); i++) | ||
| 526 | { | ||
| 527 | for (int j = 0; j < slices; j++) | ||
| 528 | { | ||
| 529 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), | ||
| 530 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), | ||
| 531 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); | ||
| 532 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), | ||
| 533 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), | ||
| 534 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); | ||
| 535 | |||
| 536 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), | ||
| 537 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), | ||
| 538 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); | ||
| 539 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)), | ||
| 540 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), | ||
| 541 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices))); | ||
| 542 | |||
| 543 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)), | ||
| 544 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), | ||
| 545 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices))); | ||
| 546 | rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), | ||
| 547 | sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), | ||
| 548 | cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); | ||
| 549 | } | ||
| 550 | } | ||
| 551 | rlEnd(); | ||
| 552 | rlPopMatrix(); | ||
| 553 | } | ||
| 554 | |||
| 555 | // Draw a cylinder | ||
| 556 | // NOTE: It could be also used for pyramid and cone | ||
| 557 | void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) | ||
| 558 | { | ||
| 559 | if (sides < 3) sides = 3; | ||
| 560 | |||
| 561 | const float angleStep = 360.0f/sides; | ||
| 562 | |||
| 563 | rlPushMatrix(); | ||
| 564 | rlTranslatef(position.x, position.y, position.z); | ||
| 565 | |||
| 566 | rlBegin(RL_TRIANGLES); | ||
| 567 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 568 | |||
| 569 | if (radiusTop > 0) | ||
| 570 | { | ||
| 571 | // Draw Body ------------------------------------------------------------------------------------- | ||
| 572 | for (int i = 0; i < sides; i++) | ||
| 573 | { | ||
| 574 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); //Bottom Left | ||
| 575 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); //Bottom Right | ||
| 576 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); //Top Right | ||
| 577 | |||
| 578 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); //Top Left | ||
| 579 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); //Bottom Left | ||
| 580 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); //Top Right | ||
| 581 | } | ||
| 582 | |||
| 583 | // Draw Cap -------------------------------------------------------------------------------------- | ||
| 584 | for (int i = 0; i < sides; i++) | ||
| 585 | { | ||
| 586 | rlVertex3f(0, height, 0); | ||
| 587 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); | ||
| 588 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); | ||
| 589 | } | ||
| 590 | } | ||
| 591 | else | ||
| 592 | { | ||
| 593 | // Draw Cone ------------------------------------------------------------------------------------- | ||
| 594 | for (int i = 0; i < sides; i++) | ||
| 595 | { | ||
| 596 | rlVertex3f(0, height, 0); | ||
| 597 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); | ||
| 598 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); | ||
| 599 | } | ||
| 600 | } | ||
| 601 | |||
| 602 | // Draw Base ----------------------------------------------------------------------------------------- | ||
| 603 | for (int i = 0; i < sides; i++) | ||
| 604 | { | ||
| 605 | rlVertex3f(0, 0, 0); | ||
| 606 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); | ||
| 607 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); | ||
| 608 | } | ||
| 609 | |||
| 610 | rlEnd(); | ||
| 611 | rlPopMatrix(); | ||
| 612 | } | ||
| 613 | |||
| 614 | // Draw a cylinder with base at startPos and top at endPos | ||
| 615 | // NOTE: It could be also used for pyramid and cone | ||
| 616 | void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) | ||
| 617 | { | ||
| 618 | if (sides < 3) sides = 3; | ||
| 619 | |||
| 620 | Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; | ||
| 621 | if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; // Security check | ||
| 622 | |||
| 623 | // Construct a basis of the base and the top face: | ||
| 624 | Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); | ||
| 625 | Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); | ||
| 626 | |||
| 627 | float baseAngle = (2.0f*PI)/sides; | ||
| 628 | |||
| 629 | rlBegin(RL_TRIANGLES); | ||
| 630 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 631 | |||
| 632 | for (int i = 0; i < sides; i++) | ||
| 633 | { | ||
| 634 | // Compute the four vertices | ||
| 635 | float s1 = sinf(baseAngle*(i + 0))*startRadius; | ||
| 636 | float c1 = cosf(baseAngle*(i + 0))*startRadius; | ||
| 637 | Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; | ||
| 638 | float s2 = sinf(baseAngle*(i + 1))*startRadius; | ||
| 639 | float c2 = cosf(baseAngle*(i + 1))*startRadius; | ||
| 640 | Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z }; | ||
| 641 | float s3 = sinf(baseAngle*(i + 0))*endRadius; | ||
| 642 | float c3 = cosf(baseAngle*(i + 0))*endRadius; | ||
| 643 | Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z }; | ||
| 644 | float s4 = sinf(baseAngle*(i + 1))*endRadius; | ||
| 645 | float c4 = cosf(baseAngle*(i + 1))*endRadius; | ||
| 646 | Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z }; | ||
| 647 | |||
| 648 | if (startRadius > 0) | ||
| 649 | { | ||
| 650 | rlVertex3f(startPos.x, startPos.y, startPos.z); // | | ||
| 651 | rlVertex3f(w2.x, w2.y, w2.z); // T0 | ||
| 652 | rlVertex3f(w1.x, w1.y, w1.z); // | | ||
| 653 | } | ||
| 654 | // w2 x.-----------x startPos | ||
| 655 | rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 / | ||
| 656 | rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. / | ||
| 657 | rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. / | ||
| 658 | // | 2 \ T 'x w1 | ||
| 659 | rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos | ||
| 660 | rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/ | ||
| 661 | rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | / | ||
| 662 | // '.\|/ | ||
| 663 | if (endRadius > 0) // 'x w3 | ||
| 664 | { | ||
| 665 | rlVertex3f(endPos.x, endPos.y, endPos.z); // | | ||
| 666 | rlVertex3f(w3.x, w3.y, w3.z); // T3 | ||
| 667 | rlVertex3f(w4.x, w4.y, w4.z); // | | ||
| 668 | } // | ||
| 669 | } | ||
| 670 | rlEnd(); | ||
| 671 | } | ||
| 672 | |||
| 673 | // Draw a wired cylinder | ||
| 674 | // NOTE: It could be also used for pyramid and cone | ||
| 675 | void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) | ||
| 676 | { | ||
| 677 | if (sides < 3) sides = 3; | ||
| 678 | |||
| 679 | const float angleStep = 360.0f/sides; | ||
| 680 | |||
| 681 | rlPushMatrix(); | ||
| 682 | rlTranslatef(position.x, position.y, position.z); | ||
| 683 | |||
| 684 | rlBegin(RL_LINES); | ||
| 685 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 686 | |||
| 687 | for (int i = 0; i < sides; i++) | ||
| 688 | { | ||
| 689 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); | ||
| 690 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); | ||
| 691 | |||
| 692 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); | ||
| 693 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); | ||
| 694 | |||
| 695 | rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); | ||
| 696 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); | ||
| 697 | |||
| 698 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); | ||
| 699 | rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); | ||
| 700 | } | ||
| 701 | rlEnd(); | ||
| 702 | rlPopMatrix(); | ||
| 703 | } | ||
| 704 | |||
| 705 | // Draw a wired cylinder with base at startPos and top at endPos | ||
| 706 | // NOTE: It could be also used for pyramid and cone | ||
| 707 | void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) | ||
| 708 | { | ||
| 709 | if (sides < 3) sides = 3; | ||
| 710 | |||
| 711 | Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; | ||
| 712 | if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; // Security check | ||
| 713 | |||
| 714 | // Construct a basis of the base and the top face: | ||
| 715 | Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); | ||
| 716 | Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); | ||
| 717 | |||
| 718 | float baseAngle = (2.0f*PI)/sides; | ||
| 719 | |||
| 720 | rlBegin(RL_LINES); | ||
| 721 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 722 | |||
| 723 | for (int i = 0; i < sides; i++) | ||
| 724 | { | ||
| 725 | // Compute the four vertices | ||
| 726 | float s1 = sinf(baseAngle*(i + 0))*startRadius; | ||
| 727 | float c1 = cosf(baseAngle*(i + 0))*startRadius; | ||
| 728 | Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; | ||
| 729 | float s2 = sinf(baseAngle*(i + 1))*startRadius; | ||
| 730 | float c2 = cosf(baseAngle*(i + 1))*startRadius; | ||
| 731 | Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z }; | ||
| 732 | float s3 = sinf(baseAngle*(i + 0))*endRadius; | ||
| 733 | float c3 = cosf(baseAngle*(i + 0))*endRadius; | ||
| 734 | Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z }; | ||
| 735 | float s4 = sinf(baseAngle*(i + 1))*endRadius; | ||
| 736 | float c4 = cosf(baseAngle*(i + 1))*endRadius; | ||
| 737 | Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z }; | ||
| 738 | |||
| 739 | rlVertex3f(w1.x, w1.y, w1.z); | ||
| 740 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 741 | |||
| 742 | rlVertex3f(w1.x, w1.y, w1.z); | ||
| 743 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 744 | |||
| 745 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 746 | rlVertex3f(w4.x, w4.y, w4.z); | ||
| 747 | } | ||
| 748 | rlEnd(); | ||
| 749 | } | ||
| 750 | |||
| 751 | // Draw a capsule with the center of its sphere caps at startPos and endPos | ||
| 752 | void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) | ||
| 753 | { | ||
| 754 | if (slices < 3) slices = 3; | ||
| 755 | |||
| 756 | Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; | ||
| 757 | |||
| 758 | // draw a sphere if start and end points are the same | ||
| 759 | bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0); | ||
| 760 | if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f}; | ||
| 761 | |||
| 762 | // Construct a basis of the base and the caps: | ||
| 763 | Vector3 b0 = Vector3Normalize(direction); | ||
| 764 | Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); | ||
| 765 | Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); | ||
| 766 | Vector3 capCenter = endPos; | ||
| 767 | |||
| 768 | float baseSliceAngle = (2.0f*PI)/slices; | ||
| 769 | float baseRingAngle = PI*0.5f/rings; | ||
| 770 | |||
| 771 | rlBegin(RL_TRIANGLES); | ||
| 772 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 773 | |||
| 774 | // render both caps | ||
| 775 | for (int c = 0; c < 2; c++) | ||
| 776 | { | ||
| 777 | for (int i = 0; i < rings; i++) | ||
| 778 | { | ||
| 779 | for (int j = 0; j < slices; j++) | ||
| 780 | { | ||
| 781 | |||
| 782 | // we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier | ||
| 783 | |||
| 784 | // as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i)) | ||
| 785 | // as we iterate through the rings they must get smaller by the cos(angle(i)) | ||
| 786 | |||
| 787 | // compute the four vertices | ||
| 788 | float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); | ||
| 789 | float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); | ||
| 790 | Vector3 w1 = (Vector3){ | ||
| 791 | capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius, | ||
| 792 | capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius, | ||
| 793 | capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius | ||
| 794 | }; | ||
| 795 | float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); | ||
| 796 | float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); | ||
| 797 | Vector3 w2 = (Vector3){ | ||
| 798 | capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius, | ||
| 799 | capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius, | ||
| 800 | capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius | ||
| 801 | }; | ||
| 802 | |||
| 803 | float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); | ||
| 804 | float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); | ||
| 805 | Vector3 w3 = (Vector3){ | ||
| 806 | capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius, | ||
| 807 | capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius, | ||
| 808 | capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius | ||
| 809 | }; | ||
| 810 | float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); | ||
| 811 | float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); | ||
| 812 | Vector3 w4 = (Vector3){ | ||
| 813 | capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius, | ||
| 814 | capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius, | ||
| 815 | capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius | ||
| 816 | }; | ||
| 817 | |||
| 818 | // Make sure cap triangle normals are facing outwards | ||
| 819 | if (c == 0) | ||
| 820 | { | ||
| 821 | rlVertex3f(w1.x, w1.y, w1.z); | ||
| 822 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 823 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 824 | |||
| 825 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 826 | rlVertex3f(w4.x, w4.y, w4.z); | ||
| 827 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 828 | } | ||
| 829 | else | ||
| 830 | { | ||
| 831 | rlVertex3f(w1.x, w1.y, w1.z); | ||
| 832 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 833 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 834 | |||
| 835 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 836 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 837 | rlVertex3f(w4.x, w4.y, w4.z); | ||
| 838 | } | ||
| 839 | } | ||
| 840 | } | ||
| 841 | capCenter = startPos; | ||
| 842 | b0 = Vector3Scale(b0, -1.0f); | ||
| 843 | } | ||
| 844 | // render middle | ||
| 845 | if (!sphereCase) | ||
| 846 | { | ||
| 847 | for (int j = 0; j < slices; j++) | ||
| 848 | { | ||
| 849 | // compute the four vertices | ||
| 850 | float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius; | ||
| 851 | float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius; | ||
| 852 | Vector3 w1 = { | ||
| 853 | startPos.x + ringSin1*b1.x + ringCos1*b2.x, | ||
| 854 | startPos.y + ringSin1*b1.y + ringCos1*b2.y, | ||
| 855 | startPos.z + ringSin1*b1.z + ringCos1*b2.z | ||
| 856 | }; | ||
| 857 | float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius; | ||
| 858 | float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius; | ||
| 859 | Vector3 w2 = { | ||
| 860 | startPos.x + ringSin2*b1.x + ringCos2*b2.x, | ||
| 861 | startPos.y + ringSin2*b1.y + ringCos2*b2.y, | ||
| 862 | startPos.z + ringSin2*b1.z + ringCos2*b2.z | ||
| 863 | }; | ||
| 864 | |||
| 865 | float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius; | ||
| 866 | float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius; | ||
| 867 | Vector3 w3 = { | ||
| 868 | endPos.x + ringSin3*b1.x + ringCos3*b2.x, | ||
| 869 | endPos.y + ringSin3*b1.y + ringCos3*b2.y, | ||
| 870 | endPos.z + ringSin3*b1.z + ringCos3*b2.z | ||
| 871 | }; | ||
| 872 | float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius; | ||
| 873 | float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius; | ||
| 874 | Vector3 w4 = { | ||
| 875 | endPos.x + ringSin4*b1.x + ringCos4*b2.x, | ||
| 876 | endPos.y + ringSin4*b1.y + ringCos4*b2.y, | ||
| 877 | endPos.z + ringSin4*b1.z + ringCos4*b2.z | ||
| 878 | }; | ||
| 879 | // w2 x.-----------x startPos | ||
| 880 | rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 / | ||
| 881 | rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. / | ||
| 882 | rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. / | ||
| 883 | // | 2 \ T 'x w1 | ||
| 884 | rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos | ||
| 885 | rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/ | ||
| 886 | rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | / | ||
| 887 | // '.\|/ | ||
| 888 | // 'x w3 | ||
| 889 | } | ||
| 890 | } | ||
| 891 | rlEnd(); | ||
| 892 | } | ||
| 893 | |||
| 894 | // Draw capsule wires with the center of its sphere caps at startPos and endPos | ||
| 895 | void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) | ||
| 896 | { | ||
| 897 | if (slices < 3) slices = 3; | ||
| 898 | |||
| 899 | Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; | ||
| 900 | |||
| 901 | // draw a sphere if start and end points are the same | ||
| 902 | bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0); | ||
| 903 | if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f}; | ||
| 904 | |||
| 905 | // Construct a basis of the base and the caps: | ||
| 906 | Vector3 b0 = Vector3Normalize(direction); | ||
| 907 | Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); | ||
| 908 | Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); | ||
| 909 | Vector3 capCenter = endPos; | ||
| 910 | |||
| 911 | float baseSliceAngle = (2.0f*PI)/slices; | ||
| 912 | float baseRingAngle = PI*0.5f/rings; | ||
| 913 | |||
| 914 | rlBegin(RL_LINES); | ||
| 915 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 916 | |||
| 917 | // render both caps | ||
| 918 | for (int c = 0; c < 2; c++) | ||
| 919 | { | ||
| 920 | for (int i = 0; i < rings; i++) | ||
| 921 | { | ||
| 922 | for (int j = 0; j < slices; j++) | ||
| 923 | { | ||
| 924 | |||
| 925 | // we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier | ||
| 926 | |||
| 927 | // as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i)) | ||
| 928 | // as we iterate through the rings they must get smaller by the cos(angle(i)) | ||
| 929 | |||
| 930 | // compute the four vertices | ||
| 931 | float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); | ||
| 932 | float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); | ||
| 933 | Vector3 w1 = (Vector3){ | ||
| 934 | capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius, | ||
| 935 | capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius, | ||
| 936 | capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius | ||
| 937 | }; | ||
| 938 | float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); | ||
| 939 | float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); | ||
| 940 | Vector3 w2 = (Vector3){ | ||
| 941 | capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius, | ||
| 942 | capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius, | ||
| 943 | capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius | ||
| 944 | }; | ||
| 945 | |||
| 946 | float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); | ||
| 947 | float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); | ||
| 948 | Vector3 w3 = (Vector3){ | ||
| 949 | capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius, | ||
| 950 | capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius, | ||
| 951 | capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius | ||
| 952 | }; | ||
| 953 | float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); | ||
| 954 | float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); | ||
| 955 | Vector3 w4 = (Vector3){ | ||
| 956 | capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius, | ||
| 957 | capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius, | ||
| 958 | capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius | ||
| 959 | }; | ||
| 960 | |||
| 961 | rlVertex3f(w1.x, w1.y, w1.z); | ||
| 962 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 963 | |||
| 964 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 965 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 966 | |||
| 967 | rlVertex3f(w1.x, w1.y, w1.z); | ||
| 968 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 969 | |||
| 970 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 971 | rlVertex3f(w4.x, w4.y, w4.z); | ||
| 972 | |||
| 973 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 974 | rlVertex3f(w4.x, w4.y, w4.z); | ||
| 975 | } | ||
| 976 | } | ||
| 977 | capCenter = startPos; | ||
| 978 | b0 = Vector3Scale(b0, -1.0f); | ||
| 979 | } | ||
| 980 | // render middle | ||
| 981 | if (!sphereCase) | ||
| 982 | { | ||
| 983 | for (int j = 0; j < slices; j++) | ||
| 984 | { | ||
| 985 | // compute the four vertices | ||
| 986 | float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius; | ||
| 987 | float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius; | ||
| 988 | Vector3 w1 = { | ||
| 989 | startPos.x + ringSin1*b1.x + ringCos1*b2.x, | ||
| 990 | startPos.y + ringSin1*b1.y + ringCos1*b2.y, | ||
| 991 | startPos.z + ringSin1*b1.z + ringCos1*b2.z | ||
| 992 | }; | ||
| 993 | float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius; | ||
| 994 | float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius; | ||
| 995 | Vector3 w2 = { | ||
| 996 | startPos.x + ringSin2*b1.x + ringCos2*b2.x, | ||
| 997 | startPos.y + ringSin2*b1.y + ringCos2*b2.y, | ||
| 998 | startPos.z + ringSin2*b1.z + ringCos2*b2.z | ||
| 999 | }; | ||
| 1000 | |||
| 1001 | float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius; | ||
| 1002 | float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius; | ||
| 1003 | Vector3 w3 = { | ||
| 1004 | endPos.x + ringSin3*b1.x + ringCos3*b2.x, | ||
| 1005 | endPos.y + ringSin3*b1.y + ringCos3*b2.y, | ||
| 1006 | endPos.z + ringSin3*b1.z + ringCos3*b2.z | ||
| 1007 | }; | ||
| 1008 | float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius; | ||
| 1009 | float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius; | ||
| 1010 | Vector3 w4 = { | ||
| 1011 | endPos.x + ringSin4*b1.x + ringCos4*b2.x, | ||
| 1012 | endPos.y + ringSin4*b1.y + ringCos4*b2.y, | ||
| 1013 | endPos.z + ringSin4*b1.z + ringCos4*b2.z | ||
| 1014 | }; | ||
| 1015 | |||
| 1016 | rlVertex3f(w1.x, w1.y, w1.z); | ||
| 1017 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 1018 | |||
| 1019 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 1020 | rlVertex3f(w4.x, w4.y, w4.z); | ||
| 1021 | |||
| 1022 | rlVertex3f(w2.x, w2.y, w2.z); | ||
| 1023 | rlVertex3f(w3.x, w3.y, w3.z); | ||
| 1024 | } | ||
| 1025 | } | ||
| 1026 | rlEnd(); | ||
| 1027 | } | ||
| 1028 | |||
| 1029 | // Draw a plane | ||
| 1030 | void DrawPlane(Vector3 centerPos, Vector2 size, Color color) | ||
| 1031 | { | ||
| 1032 | // NOTE: Plane is always created on XZ ground | ||
| 1033 | rlPushMatrix(); | ||
| 1034 | rlTranslatef(centerPos.x, centerPos.y, centerPos.z); | ||
| 1035 | rlScalef(size.x, 1.0f, size.y); | ||
| 1036 | |||
| 1037 | rlBegin(RL_QUADS); | ||
| 1038 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1039 | rlNormal3f(0.0f, 1.0f, 0.0f); | ||
| 1040 | |||
| 1041 | rlVertex3f(-0.5f, 0.0f, -0.5f); | ||
| 1042 | rlVertex3f(-0.5f, 0.0f, 0.5f); | ||
| 1043 | rlVertex3f(0.5f, 0.0f, 0.5f); | ||
| 1044 | rlVertex3f(0.5f, 0.0f, -0.5f); | ||
| 1045 | rlEnd(); | ||
| 1046 | rlPopMatrix(); | ||
| 1047 | } | ||
| 1048 | |||
| 1049 | // Draw a ray line | ||
| 1050 | void DrawRay(Ray ray, Color color) | ||
| 1051 | { | ||
| 1052 | float scale = 10000; | ||
| 1053 | |||
| 1054 | rlBegin(RL_LINES); | ||
| 1055 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1056 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1057 | |||
| 1058 | rlVertex3f(ray.position.x, ray.position.y, ray.position.z); | ||
| 1059 | rlVertex3f(ray.position.x + ray.direction.x*scale, ray.position.y + ray.direction.y*scale, ray.position.z + ray.direction.z*scale); | ||
| 1060 | rlEnd(); | ||
| 1061 | } | ||
| 1062 | |||
| 1063 | // Draw a grid centered at (0, 0, 0) | ||
| 1064 | void DrawGrid(int slices, float spacing) | ||
| 1065 | { | ||
| 1066 | int halfSlices = slices/2; | ||
| 1067 | |||
| 1068 | rlBegin(RL_LINES); | ||
| 1069 | for (int i = -halfSlices; i <= halfSlices; i++) | ||
| 1070 | { | ||
| 1071 | if (i == 0) | ||
| 1072 | { | ||
| 1073 | rlColor3f(0.5f, 0.5f, 0.5f); | ||
| 1074 | } | ||
| 1075 | else | ||
| 1076 | { | ||
| 1077 | rlColor3f(0.75f, 0.75f, 0.75f); | ||
| 1078 | } | ||
| 1079 | |||
| 1080 | rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); | ||
| 1081 | rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing); | ||
| 1082 | |||
| 1083 | rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing); | ||
| 1084 | rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing); | ||
| 1085 | } | ||
| 1086 | rlEnd(); | ||
| 1087 | } | ||
| 1088 | |||
| 1089 | // Load model from files (mesh and material) | ||
| 1090 | Model LoadModel(const char *fileName) | ||
| 1091 | { | ||
| 1092 | Model model = { 0 }; | ||
| 1093 | |||
| 1094 | #if defined(SUPPORT_FILEFORMAT_OBJ) | ||
| 1095 | if (IsFileExtension(fileName, ".obj")) model = LoadOBJ(fileName); | ||
| 1096 | #endif | ||
| 1097 | #if defined(SUPPORT_FILEFORMAT_IQM) | ||
| 1098 | if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName); | ||
| 1099 | #endif | ||
| 1100 | #if defined(SUPPORT_FILEFORMAT_GLTF) | ||
| 1101 | if (IsFileExtension(fileName, ".gltf") || IsFileExtension(fileName, ".glb")) model = LoadGLTF(fileName); | ||
| 1102 | #endif | ||
| 1103 | #if defined(SUPPORT_FILEFORMAT_VOX) | ||
| 1104 | if (IsFileExtension(fileName, ".vox")) model = LoadVOX(fileName); | ||
| 1105 | #endif | ||
| 1106 | #if defined(SUPPORT_FILEFORMAT_M3D) | ||
| 1107 | if (IsFileExtension(fileName, ".m3d")) model = LoadM3D(fileName); | ||
| 1108 | #endif | ||
| 1109 | |||
| 1110 | // Make sure model transform is set to identity matrix! | ||
| 1111 | model.transform = MatrixIdentity(); | ||
| 1112 | |||
| 1113 | if ((model.meshCount != 0) && (model.meshes != NULL)) | ||
| 1114 | { | ||
| 1115 | // Upload vertex data to GPU (static meshes) | ||
| 1116 | for (int i = 0; i < model.meshCount; i++) UploadMesh(&model.meshes[i], false); | ||
| 1117 | } | ||
| 1118 | else TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load model mesh(es) data", fileName); | ||
| 1119 | |||
| 1120 | if (model.materialCount == 0) | ||
| 1121 | { | ||
| 1122 | TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to load model material data, default to white material", fileName); | ||
| 1123 | |||
| 1124 | model.materialCount = 1; | ||
| 1125 | model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); | ||
| 1126 | model.materials[0] = LoadMaterialDefault(); | ||
| 1127 | |||
| 1128 | if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); | ||
| 1129 | } | ||
| 1130 | |||
| 1131 | return model; | ||
| 1132 | } | ||
| 1133 | |||
| 1134 | // Load model from generated mesh | ||
| 1135 | // WARNING: A shallow copy of mesh is generated, passed by value, | ||
| 1136 | // as long as struct contains pointers to data and some values, we get a copy | ||
| 1137 | // of mesh pointing to same data as original version... be careful! | ||
| 1138 | Model LoadModelFromMesh(Mesh mesh) | ||
| 1139 | { | ||
| 1140 | Model model = { 0 }; | ||
| 1141 | |||
| 1142 | model.transform = MatrixIdentity(); | ||
| 1143 | |||
| 1144 | model.meshCount = 1; | ||
| 1145 | model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); | ||
| 1146 | model.meshes[0] = mesh; | ||
| 1147 | |||
| 1148 | model.materialCount = 1; | ||
| 1149 | model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); | ||
| 1150 | model.materials[0] = LoadMaterialDefault(); | ||
| 1151 | |||
| 1152 | model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); | ||
| 1153 | model.meshMaterial[0] = 0; // First material index | ||
| 1154 | |||
| 1155 | return model; | ||
| 1156 | } | ||
| 1157 | |||
| 1158 | // Check if a model is valid (loaded in GPU, VAO/VBOs) | ||
| 1159 | bool IsModelValid(Model model) | ||
| 1160 | { | ||
| 1161 | bool result = false; | ||
| 1162 | |||
| 1163 | if ((model.meshes != NULL) && // Validate model contains some mesh | ||
| 1164 | (model.materials != NULL) && // Validate model contains some material (at least default one) | ||
| 1165 | (model.meshMaterial != NULL) && // Validate mesh-material linkage | ||
| 1166 | (model.meshCount > 0) && // Validate mesh count | ||
| 1167 | (model.materialCount > 0)) result = true; // Validate material count | ||
| 1168 | |||
| 1169 | // NOTE: Many elements could be validated from a model, including every model mesh VAO/VBOs | ||
| 1170 | // but some VBOs could not be used, it depends on Mesh vertex data | ||
| 1171 | for (int i = 0; i < model.meshCount; i++) | ||
| 1172 | { | ||
| 1173 | if ((model.meshes[i].vertices != NULL) && (model.meshes[i].vboId[0] == 0)) { result = false; break; } // Vertex position buffer not uploaded to GPU | ||
| 1174 | if ((model.meshes[i].texcoords != NULL) && (model.meshes[i].vboId[1] == 0)) { result = false; break; } // Vertex textcoords buffer not uploaded to GPU | ||
| 1175 | if ((model.meshes[i].normals != NULL) && (model.meshes[i].vboId[2] == 0)) { result = false; break; } // Vertex normals buffer not uploaded to GPU | ||
| 1176 | if ((model.meshes[i].colors != NULL) && (model.meshes[i].vboId[3] == 0)) { result = false; break; } // Vertex colors buffer not uploaded to GPU | ||
| 1177 | if ((model.meshes[i].tangents != NULL) && (model.meshes[i].vboId[4] == 0)) { result = false; break; } // Vertex tangents buffer not uploaded to GPU | ||
| 1178 | if ((model.meshes[i].texcoords2 != NULL) && (model.meshes[i].vboId[5] == 0)) { result = false; break; } // Vertex texcoords2 buffer not uploaded to GPU | ||
| 1179 | if ((model.meshes[i].indices != NULL) && (model.meshes[i].vboId[6] == 0)) { result = false; break; } // Vertex indices buffer not uploaded to GPU | ||
| 1180 | if ((model.meshes[i].boneIds != NULL) && (model.meshes[i].vboId[7] == 0)) { result = false; break; } // Vertex boneIds buffer not uploaded to GPU | ||
| 1181 | if ((model.meshes[i].boneWeights != NULL) && (model.meshes[i].vboId[8] == 0)) { result = false; break; } // Vertex boneWeights buffer not uploaded to GPU | ||
| 1182 | |||
| 1183 | // NOTE: Some OpenGL versions do not support VAO, so we don't check it | ||
| 1184 | //if (model.meshes[i].vaoId == 0) { result = false; break } | ||
| 1185 | } | ||
| 1186 | |||
| 1187 | return result; | ||
| 1188 | } | ||
| 1189 | |||
| 1190 | // Unload model (meshes/materials) from memory (RAM and/or VRAM) | ||
| 1191 | // NOTE: This function takes care of all model elements, for a detailed control | ||
| 1192 | // over them, use UnloadMesh() and UnloadMaterial() | ||
| 1193 | void UnloadModel(Model model) | ||
| 1194 | { | ||
| 1195 | // Unload meshes | ||
| 1196 | for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]); | ||
| 1197 | |||
| 1198 | // Unload materials maps | ||
| 1199 | // NOTE: As the user could be sharing shaders and textures between models, | ||
| 1200 | // we don't unload the material but just free its maps, | ||
| 1201 | // the user is responsible for freeing models shaders and textures | ||
| 1202 | for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps); | ||
| 1203 | |||
| 1204 | // Unload arrays | ||
| 1205 | RL_FREE(model.meshes); | ||
| 1206 | RL_FREE(model.materials); | ||
| 1207 | RL_FREE(model.meshMaterial); | ||
| 1208 | |||
| 1209 | // Unload animation data | ||
| 1210 | RL_FREE(model.bones); | ||
| 1211 | RL_FREE(model.bindPose); | ||
| 1212 | |||
| 1213 | TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM"); | ||
| 1214 | } | ||
| 1215 | |||
| 1216 | // Compute model bounding box limits (considers all meshes) | ||
| 1217 | BoundingBox GetModelBoundingBox(Model model) | ||
| 1218 | { | ||
| 1219 | BoundingBox bounds = { 0 }; | ||
| 1220 | |||
| 1221 | if (model.meshCount > 0) | ||
| 1222 | { | ||
| 1223 | Vector3 temp = { 0 }; | ||
| 1224 | bounds = GetMeshBoundingBox(model.meshes[0]); | ||
| 1225 | |||
| 1226 | for (int i = 1; i < model.meshCount; i++) | ||
| 1227 | { | ||
| 1228 | BoundingBox tempBounds = GetMeshBoundingBox(model.meshes[i]); | ||
| 1229 | |||
| 1230 | temp.x = (bounds.min.x < tempBounds.min.x)? bounds.min.x : tempBounds.min.x; | ||
| 1231 | temp.y = (bounds.min.y < tempBounds.min.y)? bounds.min.y : tempBounds.min.y; | ||
| 1232 | temp.z = (bounds.min.z < tempBounds.min.z)? bounds.min.z : tempBounds.min.z; | ||
| 1233 | bounds.min = temp; | ||
| 1234 | |||
| 1235 | temp.x = (bounds.max.x > tempBounds.max.x)? bounds.max.x : tempBounds.max.x; | ||
| 1236 | temp.y = (bounds.max.y > tempBounds.max.y)? bounds.max.y : tempBounds.max.y; | ||
| 1237 | temp.z = (bounds.max.z > tempBounds.max.z)? bounds.max.z : tempBounds.max.z; | ||
| 1238 | bounds.max = temp; | ||
| 1239 | } | ||
| 1240 | } | ||
| 1241 | |||
| 1242 | // Apply model.transform to bounding box | ||
| 1243 | // WARNING: Current BoundingBox structure design does not support rotation transformations, | ||
| 1244 | // in those cases is up to the user to calculate the proper box bounds (8 vertices transformed) | ||
| 1245 | bounds.min = Vector3Transform(bounds.min, model.transform); | ||
| 1246 | bounds.max = Vector3Transform(bounds.max, model.transform); | ||
| 1247 | |||
| 1248 | return bounds; | ||
| 1249 | } | ||
| 1250 | |||
| 1251 | // Upload vertex data into a VAO (if supported) and VBO | ||
| 1252 | void UploadMesh(Mesh *mesh, bool dynamic) | ||
| 1253 | { | ||
| 1254 | if (mesh->vaoId > 0) | ||
| 1255 | { | ||
| 1256 | // Check if mesh has already been loaded in GPU | ||
| 1257 | TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId); | ||
| 1258 | return; | ||
| 1259 | } | ||
| 1260 | |||
| 1261 | mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int)); | ||
| 1262 | |||
| 1263 | mesh->vaoId = 0; // Vertex Array Object | ||
| 1264 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = 0; // Vertex buffer: positions | ||
| 1265 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = 0; // Vertex buffer: texcoords | ||
| 1266 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = 0; // Vertex buffer: normals | ||
| 1267 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = 0; // Vertex buffer: colors | ||
| 1268 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents | ||
| 1269 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2 | ||
| 1270 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices | ||
| 1271 | |||
| 1272 | #ifdef RL_SUPPORT_MESH_GPU_SKINNING | ||
| 1273 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds | ||
| 1274 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights | ||
| 1275 | #endif | ||
| 1276 | |||
| 1277 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | ||
| 1278 | mesh->vaoId = rlLoadVertexArray(); | ||
| 1279 | rlEnableVertexArray(mesh->vaoId); | ||
| 1280 | |||
| 1281 | // NOTE: Vertex attributes must be uploaded considering default locations points and available vertex data | ||
| 1282 | |||
| 1283 | // Enable vertex attributes: position (shader-location = 0) | ||
| 1284 | void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices; | ||
| 1285 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic); | ||
| 1286 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0); | ||
| 1287 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); | ||
| 1288 | |||
| 1289 | // Enable vertex attributes: texcoords (shader-location = 1) | ||
| 1290 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic); | ||
| 1291 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0); | ||
| 1292 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); | ||
| 1293 | |||
| 1294 | // WARNING: When setting default vertex attribute values, the values for each generic vertex attribute | ||
| 1295 | // is part of current state, and it is maintained even if a different program object is used | ||
| 1296 | |||
| 1297 | if (mesh->normals != NULL) | ||
| 1298 | { | ||
| 1299 | // Enable vertex attributes: normals (shader-location = 2) | ||
| 1300 | void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals; | ||
| 1301 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic); | ||
| 1302 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0); | ||
| 1303 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); | ||
| 1304 | } | ||
| 1305 | else | ||
| 1306 | { | ||
| 1307 | // Default vertex attribute: normal | ||
| 1308 | // WARNING: Default value provided to shader if location available | ||
| 1309 | float value[3] = { 1.0f, 1.0f, 1.0f }; | ||
| 1310 | rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, value, SHADER_ATTRIB_VEC3, 3); | ||
| 1311 | rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); | ||
| 1312 | } | ||
| 1313 | |||
| 1314 | if (mesh->colors != NULL) | ||
| 1315 | { | ||
| 1316 | // Enable vertex attribute: color (shader-location = 3) | ||
| 1317 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic); | ||
| 1318 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, 4, RL_UNSIGNED_BYTE, 1, 0, 0); | ||
| 1319 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); | ||
| 1320 | } | ||
| 1321 | else | ||
| 1322 | { | ||
| 1323 | // Default vertex attribute: color | ||
| 1324 | // WARNING: Default value provided to shader if location available | ||
| 1325 | float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; // WHITE | ||
| 1326 | rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, value, SHADER_ATTRIB_VEC4, 4); | ||
| 1327 | rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); | ||
| 1328 | } | ||
| 1329 | |||
| 1330 | if (mesh->tangents != NULL) | ||
| 1331 | { | ||
| 1332 | // Enable vertex attribute: tangent (shader-location = 4) | ||
| 1333 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic); | ||
| 1334 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0); | ||
| 1335 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); | ||
| 1336 | } | ||
| 1337 | else | ||
| 1338 | { | ||
| 1339 | // Default vertex attribute: tangent | ||
| 1340 | // WARNING: Default value provided to shader if location available | ||
| 1341 | float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; | ||
| 1342 | rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, value, SHADER_ATTRIB_VEC4, 4); | ||
| 1343 | rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); | ||
| 1344 | } | ||
| 1345 | |||
| 1346 | if (mesh->texcoords2 != NULL) | ||
| 1347 | { | ||
| 1348 | // Enable vertex attribute: texcoord2 (shader-location = 5) | ||
| 1349 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic); | ||
| 1350 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 0, 0); | ||
| 1351 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); | ||
| 1352 | } | ||
| 1353 | else | ||
| 1354 | { | ||
| 1355 | // Default vertex attribute: texcoord2 | ||
| 1356 | // WARNING: Default value provided to shader if location available | ||
| 1357 | float value[2] = { 0.0f, 0.0f }; | ||
| 1358 | rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2); | ||
| 1359 | rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); | ||
| 1360 | } | ||
| 1361 | |||
| 1362 | #ifdef RL_SUPPORT_MESH_GPU_SKINNING | ||
| 1363 | if (mesh->boneIds != NULL) | ||
| 1364 | { | ||
| 1365 | // Enable vertex attribute: boneIds (shader-location = 7) | ||
| 1366 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic); | ||
| 1367 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0); | ||
| 1368 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS); | ||
| 1369 | } | ||
| 1370 | else | ||
| 1371 | { | ||
| 1372 | // Default vertex attribute: boneIds | ||
| 1373 | // WARNING: Default value provided to shader if location available | ||
| 1374 | float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; | ||
| 1375 | rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4); | ||
| 1376 | rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS); | ||
| 1377 | } | ||
| 1378 | |||
| 1379 | if (mesh->boneWeights != NULL) | ||
| 1380 | { | ||
| 1381 | // Enable vertex attribute: boneWeights (shader-location = 8) | ||
| 1382 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic); | ||
| 1383 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0); | ||
| 1384 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS); | ||
| 1385 | } | ||
| 1386 | else | ||
| 1387 | { | ||
| 1388 | // Default vertex attribute: boneWeights | ||
| 1389 | // WARNING: Default value provided to shader if location available | ||
| 1390 | float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; | ||
| 1391 | rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2); | ||
| 1392 | rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS); | ||
| 1393 | } | ||
| 1394 | #endif | ||
| 1395 | |||
| 1396 | if (mesh->indices != NULL) | ||
| 1397 | { | ||
| 1398 | mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic); | ||
| 1399 | } | ||
| 1400 | |||
| 1401 | if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); | ||
| 1402 | else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)"); | ||
| 1403 | |||
| 1404 | rlDisableVertexArray(); | ||
| 1405 | #endif | ||
| 1406 | } | ||
| 1407 | |||
| 1408 | // Update mesh vertex data in GPU for a specific buffer index | ||
| 1409 | void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset) | ||
| 1410 | { | ||
| 1411 | rlUpdateVertexBuffer(mesh.vboId[index], data, dataSize, offset); | ||
| 1412 | } | ||
| 1413 | |||
| 1414 | // Draw a 3d mesh with material and transform | ||
| 1415 | void DrawMesh(Mesh mesh, Material material, Matrix transform) | ||
| 1416 | { | ||
| 1417 | #if defined(GRAPHICS_API_OPENGL_11) | ||
| 1418 | #define GL_VERTEX_ARRAY 0x8074 | ||
| 1419 | #define GL_NORMAL_ARRAY 0x8075 | ||
| 1420 | #define GL_COLOR_ARRAY 0x8076 | ||
| 1421 | #define GL_TEXTURE_COORD_ARRAY 0x8078 | ||
| 1422 | |||
| 1423 | rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id); | ||
| 1424 | |||
| 1425 | rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices); | ||
| 1426 | rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords); | ||
| 1427 | rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals); | ||
| 1428 | rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors); | ||
| 1429 | |||
| 1430 | rlPushMatrix(); | ||
| 1431 | rlMultMatrixf(MatrixToFloat(transform)); | ||
| 1432 | rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, | ||
| 1433 | material.maps[MATERIAL_MAP_DIFFUSE].color.g, | ||
| 1434 | material.maps[MATERIAL_MAP_DIFFUSE].color.b, | ||
| 1435 | material.maps[MATERIAL_MAP_DIFFUSE].color.a); | ||
| 1436 | |||
| 1437 | if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices); | ||
| 1438 | else rlDrawVertexArray(0, mesh.vertexCount); | ||
| 1439 | rlPopMatrix(); | ||
| 1440 | |||
| 1441 | rlDisableStatePointer(GL_VERTEX_ARRAY); | ||
| 1442 | rlDisableStatePointer(GL_TEXTURE_COORD_ARRAY); | ||
| 1443 | rlDisableStatePointer(GL_NORMAL_ARRAY); | ||
| 1444 | rlDisableStatePointer(GL_COLOR_ARRAY); | ||
| 1445 | |||
| 1446 | rlDisableTexture(); | ||
| 1447 | #endif | ||
| 1448 | |||
| 1449 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | ||
| 1450 | // Bind shader program | ||
| 1451 | rlEnableShader(material.shader.id); | ||
| 1452 | |||
| 1453 | // Send required data to shader (matrices, values) | ||
| 1454 | //----------------------------------------------------- | ||
| 1455 | // Upload to shader material.colDiffuse | ||
| 1456 | if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) | ||
| 1457 | { | ||
| 1458 | float values[4] = { | ||
| 1459 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, | ||
| 1460 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, | ||
| 1461 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, | ||
| 1462 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f | ||
| 1463 | }; | ||
| 1464 | |||
| 1465 | rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); | ||
| 1466 | } | ||
| 1467 | |||
| 1468 | // Upload to shader material.colSpecular (if location available) | ||
| 1469 | if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) | ||
| 1470 | { | ||
| 1471 | float values[4] = { | ||
| 1472 | (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f, | ||
| 1473 | (float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f, | ||
| 1474 | (float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f, | ||
| 1475 | (float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f | ||
| 1476 | }; | ||
| 1477 | |||
| 1478 | rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); | ||
| 1479 | } | ||
| 1480 | |||
| 1481 | // Get a copy of current matrices to work with, | ||
| 1482 | // just in case stereo render is required, and we need to modify them | ||
| 1483 | // NOTE: At this point the modelview matrix just contains the view matrix (camera) | ||
| 1484 | // That's because BeginMode3D() sets it and there is no model-drawing function | ||
| 1485 | // that modifies it, all use rlPushMatrix() and rlPopMatrix() | ||
| 1486 | Matrix matModel = MatrixIdentity(); | ||
| 1487 | Matrix matView = rlGetMatrixModelview(); | ||
| 1488 | Matrix matModelView = MatrixIdentity(); | ||
| 1489 | Matrix matProjection = rlGetMatrixProjection(); | ||
| 1490 | |||
| 1491 | // Upload view and projection matrices (if locations available) | ||
| 1492 | if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); | ||
| 1493 | if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); | ||
| 1494 | |||
| 1495 | // Accumulate several model transformations: | ||
| 1496 | // transform: model transformation provided (includes DrawModel() params combined with model.transform) | ||
| 1497 | // rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack | ||
| 1498 | matModel = MatrixMultiply(transform, rlGetMatrixTransform()); | ||
| 1499 | |||
| 1500 | // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL | ||
| 1501 | if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], matModel); | ||
| 1502 | |||
| 1503 | // Get model-view matrix | ||
| 1504 | matModelView = MatrixMultiply(matModel, matView); | ||
| 1505 | |||
| 1506 | // Upload model normal matrix (if locations available) | ||
| 1507 | if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); | ||
| 1508 | |||
| 1509 | #ifdef RL_SUPPORT_MESH_GPU_SKINNING | ||
| 1510 | // Upload Bone Transforms | ||
| 1511 | if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices) | ||
| 1512 | { | ||
| 1513 | rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount); | ||
| 1514 | } | ||
| 1515 | #endif | ||
| 1516 | //----------------------------------------------------- | ||
| 1517 | |||
| 1518 | // Bind active texture maps (if available) | ||
| 1519 | for (int i = 0; i < MAX_MATERIAL_MAPS; i++) | ||
| 1520 | { | ||
| 1521 | if (material.maps[i].texture.id > 0) | ||
| 1522 | { | ||
| 1523 | // Select current shader texture slot | ||
| 1524 | rlActiveTextureSlot(i); | ||
| 1525 | |||
| 1526 | // Enable texture for active slot | ||
| 1527 | if ((i == MATERIAL_MAP_IRRADIANCE) || | ||
| 1528 | (i == MATERIAL_MAP_PREFILTER) || | ||
| 1529 | (i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id); | ||
| 1530 | else rlEnableTexture(material.maps[i].texture.id); | ||
| 1531 | |||
| 1532 | rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1); | ||
| 1533 | } | ||
| 1534 | } | ||
| 1535 | |||
| 1536 | // Try binding vertex array objects (VAO) or use VBOs if not possible | ||
| 1537 | // WARNING: UploadMesh() enables all vertex attributes available in mesh and sets default attribute values | ||
| 1538 | // for shader expected vertex attributes that are not provided by the mesh (i.e. colors) | ||
| 1539 | // This could be a dangerous approach because different meshes with different shaders can enable/disable some attributes | ||
| 1540 | if (!rlEnableVertexArray(mesh.vaoId)) | ||
| 1541 | { | ||
| 1542 | // Bind mesh VBO data: vertex position (shader-location = 0) | ||
| 1543 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION]); | ||
| 1544 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); | ||
| 1545 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); | ||
| 1546 | |||
| 1547 | // Bind mesh VBO data: vertex texcoords (shader-location = 1) | ||
| 1548 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD]); | ||
| 1549 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); | ||
| 1550 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); | ||
| 1551 | |||
| 1552 | if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) | ||
| 1553 | { | ||
| 1554 | // Bind mesh VBO data: vertex normals (shader-location = 2) | ||
| 1555 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL]); | ||
| 1556 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); | ||
| 1557 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); | ||
| 1558 | } | ||
| 1559 | |||
| 1560 | // Bind mesh VBO data: vertex colors (shader-location = 3, if available) | ||
| 1561 | if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) | ||
| 1562 | { | ||
| 1563 | if (mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] != 0) | ||
| 1564 | { | ||
| 1565 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR]); | ||
| 1566 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); | ||
| 1567 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); | ||
| 1568 | } | ||
| 1569 | else | ||
| 1570 | { | ||
| 1571 | // Set default value for defined vertex attribute in shader but not provided by mesh | ||
| 1572 | // WARNING: It could result in GPU undefined behaviour | ||
| 1573 | float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; | ||
| 1574 | rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); | ||
| 1575 | rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); | ||
| 1576 | } | ||
| 1577 | } | ||
| 1578 | |||
| 1579 | // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) | ||
| 1580 | if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) | ||
| 1581 | { | ||
| 1582 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT]); | ||
| 1583 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); | ||
| 1584 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); | ||
| 1585 | } | ||
| 1586 | |||
| 1587 | // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) | ||
| 1588 | if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) | ||
| 1589 | { | ||
| 1590 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2]); | ||
| 1591 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); | ||
| 1592 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); | ||
| 1593 | } | ||
| 1594 | |||
| 1595 | #ifdef RL_SUPPORT_MESH_GPU_SKINNING | ||
| 1596 | // Bind mesh VBO data: vertex bone ids (shader-location = 6, if available) | ||
| 1597 | if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1) | ||
| 1598 | { | ||
| 1599 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]); | ||
| 1600 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0); | ||
| 1601 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]); | ||
| 1602 | } | ||
| 1603 | |||
| 1604 | // Bind mesh VBO data: vertex bone weights (shader-location = 7, if available) | ||
| 1605 | if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1) | ||
| 1606 | { | ||
| 1607 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]); | ||
| 1608 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0); | ||
| 1609 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]); | ||
| 1610 | } | ||
| 1611 | #endif | ||
| 1612 | |||
| 1613 | if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]); | ||
| 1614 | } | ||
| 1615 | |||
| 1616 | int eyeCount = 1; | ||
| 1617 | if (rlIsStereoRenderEnabled()) eyeCount = 2; | ||
| 1618 | |||
| 1619 | for (int eye = 0; eye < eyeCount; eye++) | ||
| 1620 | { | ||
| 1621 | // Calculate model-view-projection matrix (MVP) | ||
| 1622 | Matrix matModelViewProjection = MatrixIdentity(); | ||
| 1623 | if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); | ||
| 1624 | else | ||
| 1625 | { | ||
| 1626 | // Setup current eye viewport (half screen width) | ||
| 1627 | rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight()); | ||
| 1628 | matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye)); | ||
| 1629 | } | ||
| 1630 | |||
| 1631 | // Send combined model-view-projection matrix to shader | ||
| 1632 | rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection); | ||
| 1633 | |||
| 1634 | // Draw mesh | ||
| 1635 | if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0); | ||
| 1636 | else rlDrawVertexArray(0, mesh.vertexCount); | ||
| 1637 | } | ||
| 1638 | |||
| 1639 | // Unbind all bound texture maps | ||
| 1640 | for (int i = 0; i < MAX_MATERIAL_MAPS; i++) | ||
| 1641 | { | ||
| 1642 | if (material.maps[i].texture.id > 0) | ||
| 1643 | { | ||
| 1644 | // Select current shader texture slot | ||
| 1645 | rlActiveTextureSlot(i); | ||
| 1646 | |||
| 1647 | // Disable texture for active slot | ||
| 1648 | if ((i == MATERIAL_MAP_IRRADIANCE) || | ||
| 1649 | (i == MATERIAL_MAP_PREFILTER) || | ||
| 1650 | (i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap(); | ||
| 1651 | else rlDisableTexture(); | ||
| 1652 | } | ||
| 1653 | } | ||
| 1654 | |||
| 1655 | // Disable all possible vertex array objects (or VBOs) | ||
| 1656 | rlDisableVertexArray(); | ||
| 1657 | rlDisableVertexBuffer(); | ||
| 1658 | rlDisableVertexBufferElement(); | ||
| 1659 | |||
| 1660 | // Disable shader program | ||
| 1661 | rlDisableShader(); | ||
| 1662 | |||
| 1663 | // Restore rlgl internal modelview and projection matrices | ||
| 1664 | rlSetMatrixModelview(matView); | ||
| 1665 | rlSetMatrixProjection(matProjection); | ||
| 1666 | #endif | ||
| 1667 | } | ||
| 1668 | |||
| 1669 | // Draw multiple mesh instances with material and different transforms | ||
| 1670 | void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances) | ||
| 1671 | { | ||
| 1672 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | ||
| 1673 | // Instancing required variables | ||
| 1674 | float16 *instanceTransforms = NULL; | ||
| 1675 | unsigned int instancesVboId = 0; | ||
| 1676 | |||
| 1677 | // Bind shader program | ||
| 1678 | rlEnableShader(material.shader.id); | ||
| 1679 | |||
| 1680 | // Send required data to shader (matrices, values) | ||
| 1681 | //----------------------------------------------------- | ||
| 1682 | // Upload to shader material.colDiffuse | ||
| 1683 | if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1) | ||
| 1684 | { | ||
| 1685 | float values[4] = { | ||
| 1686 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, | ||
| 1687 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, | ||
| 1688 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, | ||
| 1689 | (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f | ||
| 1690 | }; | ||
| 1691 | |||
| 1692 | rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); | ||
| 1693 | } | ||
| 1694 | |||
| 1695 | // Upload to shader material.colSpecular (if location available) | ||
| 1696 | if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) | ||
| 1697 | { | ||
| 1698 | float values[4] = { | ||
| 1699 | (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f, | ||
| 1700 | (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f, | ||
| 1701 | (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f, | ||
| 1702 | (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f | ||
| 1703 | }; | ||
| 1704 | |||
| 1705 | rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); | ||
| 1706 | } | ||
| 1707 | |||
| 1708 | // Get a copy of current matrices to work with, | ||
| 1709 | // just in case stereo render is required, and we need to modify them | ||
| 1710 | // NOTE: At this point the modelview matrix just contains the view matrix (camera) | ||
| 1711 | // That's because BeginMode3D() sets it and there is no model-drawing function | ||
| 1712 | // that modifies it, all use rlPushMatrix() and rlPopMatrix() | ||
| 1713 | Matrix matModel = MatrixIdentity(); | ||
| 1714 | Matrix matView = rlGetMatrixModelview(); | ||
| 1715 | Matrix matModelView = MatrixIdentity(); | ||
| 1716 | Matrix matProjection = rlGetMatrixProjection(); | ||
| 1717 | |||
| 1718 | // Upload view and projection matrices (if locations available) | ||
| 1719 | if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); | ||
| 1720 | if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); | ||
| 1721 | |||
| 1722 | // Create instances buffer | ||
| 1723 | instanceTransforms = (float16 *)RL_MALLOC(instances*sizeof(float16)); | ||
| 1724 | |||
| 1725 | // Fill buffer with instances transformations as float16 arrays | ||
| 1726 | for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]); | ||
| 1727 | |||
| 1728 | // Enable mesh VAO to attach new buffer | ||
| 1729 | rlEnableVertexArray(mesh.vaoId); | ||
| 1730 | |||
| 1731 | // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData() | ||
| 1732 | // It isn't clear which would be reliably faster in all cases and on all platforms, | ||
| 1733 | // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems | ||
| 1734 | // no faster, since we're transferring all the transform matrices anyway | ||
| 1735 | instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false); | ||
| 1736 | |||
| 1737 | // Instances transformation matrices are send to shader attribute location: SHADER_LOC_MATRIX_MODEL | ||
| 1738 | for (unsigned int i = 0; i < 4; i++) | ||
| 1739 | { | ||
| 1740 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i); | ||
| 1741 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4)); | ||
| 1742 | rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1); | ||
| 1743 | } | ||
| 1744 | |||
| 1745 | rlDisableVertexBuffer(); | ||
| 1746 | rlDisableVertexArray(); | ||
| 1747 | |||
| 1748 | // Accumulate internal matrix transform (push/pop) and view matrix | ||
| 1749 | // NOTE: In this case, model instance transformation must be computed in the shader | ||
| 1750 | matModelView = MatrixMultiply(rlGetMatrixTransform(), matView); | ||
| 1751 | |||
| 1752 | // Upload model normal matrix (if locations available) | ||
| 1753 | if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); | ||
| 1754 | |||
| 1755 | #ifdef RL_SUPPORT_MESH_GPU_SKINNING | ||
| 1756 | // Upload Bone Transforms | ||
| 1757 | if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices) | ||
| 1758 | { | ||
| 1759 | rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount); | ||
| 1760 | } | ||
| 1761 | #endif | ||
| 1762 | |||
| 1763 | //----------------------------------------------------- | ||
| 1764 | |||
| 1765 | // Bind active texture maps (if available) | ||
| 1766 | for (int i = 0; i < MAX_MATERIAL_MAPS; i++) | ||
| 1767 | { | ||
| 1768 | if (material.maps[i].texture.id > 0) | ||
| 1769 | { | ||
| 1770 | // Select current shader texture slot | ||
| 1771 | rlActiveTextureSlot(i); | ||
| 1772 | |||
| 1773 | // Enable texture for active slot | ||
| 1774 | if ((i == MATERIAL_MAP_IRRADIANCE) || | ||
| 1775 | (i == MATERIAL_MAP_PREFILTER) || | ||
| 1776 | (i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id); | ||
| 1777 | else rlEnableTexture(material.maps[i].texture.id); | ||
| 1778 | |||
| 1779 | rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1); | ||
| 1780 | } | ||
| 1781 | } | ||
| 1782 | |||
| 1783 | // Try binding vertex array objects (VAO) | ||
| 1784 | // or use VBOs if not possible | ||
| 1785 | if (!rlEnableVertexArray(mesh.vaoId)) | ||
| 1786 | { | ||
| 1787 | // Bind mesh VBO data: vertex position (shader-location = 0) | ||
| 1788 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION]); | ||
| 1789 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); | ||
| 1790 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); | ||
| 1791 | |||
| 1792 | // Bind mesh VBO data: vertex texcoords (shader-location = 1) | ||
| 1793 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD]); | ||
| 1794 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); | ||
| 1795 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); | ||
| 1796 | |||
| 1797 | if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) | ||
| 1798 | { | ||
| 1799 | // Bind mesh VBO data: vertex normals (shader-location = 2) | ||
| 1800 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL]); | ||
| 1801 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); | ||
| 1802 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); | ||
| 1803 | } | ||
| 1804 | |||
| 1805 | // Bind mesh VBO data: vertex colors (shader-location = 3, if available) | ||
| 1806 | if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) | ||
| 1807 | { | ||
| 1808 | if (mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] != 0) | ||
| 1809 | { | ||
| 1810 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR]); | ||
| 1811 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); | ||
| 1812 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); | ||
| 1813 | } | ||
| 1814 | else | ||
| 1815 | { | ||
| 1816 | // Set default value for unused attribute | ||
| 1817 | // NOTE: Required when using default shader and no VAO support | ||
| 1818 | float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; | ||
| 1819 | rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); | ||
| 1820 | rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); | ||
| 1821 | } | ||
| 1822 | } | ||
| 1823 | |||
| 1824 | // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) | ||
| 1825 | if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) | ||
| 1826 | { | ||
| 1827 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT]); | ||
| 1828 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); | ||
| 1829 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); | ||
| 1830 | } | ||
| 1831 | |||
| 1832 | // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) | ||
| 1833 | if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) | ||
| 1834 | { | ||
| 1835 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2]); | ||
| 1836 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); | ||
| 1837 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); | ||
| 1838 | } | ||
| 1839 | |||
| 1840 | #ifdef RL_SUPPORT_MESH_GPU_SKINNING | ||
| 1841 | // Bind mesh VBO data: vertex bone ids (shader-location = 6, if available) | ||
| 1842 | if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1) | ||
| 1843 | { | ||
| 1844 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]); | ||
| 1845 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0); | ||
| 1846 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]); | ||
| 1847 | } | ||
| 1848 | |||
| 1849 | // Bind mesh VBO data: vertex bone weights (shader-location = 7, if available) | ||
| 1850 | if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1) | ||
| 1851 | { | ||
| 1852 | rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]); | ||
| 1853 | rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0); | ||
| 1854 | rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]); | ||
| 1855 | } | ||
| 1856 | #endif | ||
| 1857 | |||
| 1858 | if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]); | ||
| 1859 | } | ||
| 1860 | |||
| 1861 | int eyeCount = 1; | ||
| 1862 | if (rlIsStereoRenderEnabled()) eyeCount = 2; | ||
| 1863 | |||
| 1864 | for (int eye = 0; eye < eyeCount; eye++) | ||
| 1865 | { | ||
| 1866 | // Calculate model-view-projection matrix (MVP) | ||
| 1867 | Matrix matModelViewProjection = MatrixIdentity(); | ||
| 1868 | if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); | ||
| 1869 | else | ||
| 1870 | { | ||
| 1871 | // Setup current eye viewport (half screen width) | ||
| 1872 | rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight()); | ||
| 1873 | matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye)); | ||
| 1874 | } | ||
| 1875 | |||
| 1876 | // Send combined model-view-projection matrix to shader | ||
| 1877 | rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection); | ||
| 1878 | |||
| 1879 | // Draw mesh instanced | ||
| 1880 | if (mesh.indices != NULL) rlDrawVertexArrayElementsInstanced(0, mesh.triangleCount*3, 0, instances); | ||
| 1881 | else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances); | ||
| 1882 | } | ||
| 1883 | |||
| 1884 | // Unbind all bound texture maps | ||
| 1885 | for (int i = 0; i < MAX_MATERIAL_MAPS; i++) | ||
| 1886 | { | ||
| 1887 | if (material.maps[i].texture.id > 0) | ||
| 1888 | { | ||
| 1889 | // Select current shader texture slot | ||
| 1890 | rlActiveTextureSlot(i); | ||
| 1891 | |||
| 1892 | // Disable texture for active slot | ||
| 1893 | if ((i == MATERIAL_MAP_IRRADIANCE) || | ||
| 1894 | (i == MATERIAL_MAP_PREFILTER) || | ||
| 1895 | (i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap(); | ||
| 1896 | else rlDisableTexture(); | ||
| 1897 | } | ||
| 1898 | } | ||
| 1899 | |||
| 1900 | // Disable all possible vertex array objects (or VBOs) | ||
| 1901 | rlDisableVertexArray(); | ||
| 1902 | rlDisableVertexBuffer(); | ||
| 1903 | rlDisableVertexBufferElement(); | ||
| 1904 | |||
| 1905 | // Disable shader program | ||
| 1906 | rlDisableShader(); | ||
| 1907 | |||
| 1908 | // Remove instance transforms buffer | ||
| 1909 | rlUnloadVertexBuffer(instancesVboId); | ||
| 1910 | RL_FREE(instanceTransforms); | ||
| 1911 | #endif | ||
| 1912 | } | ||
| 1913 | |||
| 1914 | // Unload mesh from memory (RAM and VRAM) | ||
| 1915 | void UnloadMesh(Mesh mesh) | ||
| 1916 | { | ||
| 1917 | // Unload rlgl mesh vboId data | ||
| 1918 | rlUnloadVertexArray(mesh.vaoId); | ||
| 1919 | |||
| 1920 | if (mesh.vboId != NULL) for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]); | ||
| 1921 | RL_FREE(mesh.vboId); | ||
| 1922 | |||
| 1923 | RL_FREE(mesh.vertices); | ||
| 1924 | RL_FREE(mesh.texcoords); | ||
| 1925 | RL_FREE(mesh.normals); | ||
| 1926 | RL_FREE(mesh.colors); | ||
| 1927 | RL_FREE(mesh.tangents); | ||
| 1928 | RL_FREE(mesh.texcoords2); | ||
| 1929 | RL_FREE(mesh.indices); | ||
| 1930 | |||
| 1931 | RL_FREE(mesh.animVertices); | ||
| 1932 | RL_FREE(mesh.animNormals); | ||
| 1933 | RL_FREE(mesh.boneWeights); | ||
| 1934 | RL_FREE(mesh.boneIds); | ||
| 1935 | RL_FREE(mesh.boneMatrices); | ||
| 1936 | } | ||
| 1937 | |||
| 1938 | // Export mesh data to file | ||
| 1939 | bool ExportMesh(Mesh mesh, const char *fileName) | ||
| 1940 | { | ||
| 1941 | bool success = false; | ||
| 1942 | |||
| 1943 | if (IsFileExtension(fileName, ".obj")) | ||
| 1944 | { | ||
| 1945 | // Estimated data size, it should be enough... | ||
| 1946 | int dataSize = mesh.vertexCount*(int)strlen("v 0000.00f 0000.00f 0000.00f") + | ||
| 1947 | mesh.vertexCount*(int)strlen("vt 0.000f 0.00f") + | ||
| 1948 | mesh.vertexCount*(int)strlen("vn 0.000f 0.00f 0.00f") + | ||
| 1949 | mesh.triangleCount*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000"); | ||
| 1950 | |||
| 1951 | // NOTE: Text data buffer size is estimated considering mesh data size | ||
| 1952 | char *txtData = (char *)RL_CALLOC(dataSize*2 + 2000, sizeof(char)); | ||
| 1953 | |||
| 1954 | int byteCount = 0; | ||
| 1955 | byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n"); | ||
| 1956 | byteCount += sprintf(txtData + byteCount, "# // //\n"); | ||
| 1957 | byteCount += sprintf(txtData + byteCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n"); | ||
| 1958 | byteCount += sprintf(txtData + byteCount, "# // //\n"); | ||
| 1959 | byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n"); | ||
| 1960 | byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n"); | ||
| 1961 | byteCount += sprintf(txtData + byteCount, "# // //\n"); | ||
| 1962 | byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2024 Ramon Santamaria (@raysan5) //\n"); | ||
| 1963 | byteCount += sprintf(txtData + byteCount, "# // //\n"); | ||
| 1964 | byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n"); | ||
| 1965 | byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount); | ||
| 1966 | byteCount += sprintf(txtData + byteCount, "# Triangle Count: %i\n\n", mesh.triangleCount); | ||
| 1967 | |||
| 1968 | byteCount += sprintf(txtData + byteCount, "g mesh\n"); | ||
| 1969 | |||
| 1970 | for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) | ||
| 1971 | { | ||
| 1972 | byteCount += sprintf(txtData + byteCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]); | ||
| 1973 | } | ||
| 1974 | |||
| 1975 | for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2) | ||
| 1976 | { | ||
| 1977 | byteCount += sprintf(txtData + byteCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]); | ||
| 1978 | } | ||
| 1979 | |||
| 1980 | for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) | ||
| 1981 | { | ||
| 1982 | byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]); | ||
| 1983 | } | ||
| 1984 | |||
| 1985 | if (mesh.indices != NULL) | ||
| 1986 | { | ||
| 1987 | for (int i = 0, v = 0; i < mesh.triangleCount; i++, v += 3) | ||
| 1988 | { | ||
| 1989 | byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", | ||
| 1990 | mesh.indices[v] + 1, mesh.indices[v] + 1, mesh.indices[v] + 1, | ||
| 1991 | mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1, | ||
| 1992 | mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1); | ||
| 1993 | } | ||
| 1994 | } | ||
| 1995 | else | ||
| 1996 | { | ||
| 1997 | for (int i = 0, v = 1; i < mesh.triangleCount; i++, v += 3) | ||
| 1998 | { | ||
| 1999 | byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", v, v, v, v + 1, v + 1, v + 1, v + 2, v + 2, v + 2); | ||
| 2000 | } | ||
| 2001 | } | ||
| 2002 | |||
| 2003 | byteCount += sprintf(txtData + byteCount, "\n"); | ||
| 2004 | |||
| 2005 | // NOTE: Text data length exported is determined by '\0' (NULL) character | ||
| 2006 | success = SaveFileText(fileName, txtData); | ||
| 2007 | |||
| 2008 | RL_FREE(txtData); | ||
| 2009 | } | ||
| 2010 | else if (IsFileExtension(fileName, ".raw")) | ||
| 2011 | { | ||
| 2012 | // TODO: Support additional file formats to export mesh vertex data | ||
| 2013 | } | ||
| 2014 | |||
| 2015 | return success; | ||
| 2016 | } | ||
| 2017 | |||
| 2018 | // Export mesh as code file (.h) defining multiple arrays of vertex attributes | ||
| 2019 | bool ExportMeshAsCode(Mesh mesh, const char *fileName) | ||
| 2020 | { | ||
| 2021 | bool success = false; | ||
| 2022 | |||
| 2023 | #ifndef TEXT_BYTES_PER_LINE | ||
| 2024 | #define TEXT_BYTES_PER_LINE 20 | ||
| 2025 | #endif | ||
| 2026 | |||
| 2027 | // NOTE: Text data buffer size is fixed to 64MB | ||
| 2028 | char *txtData = (char *)RL_CALLOC(64*1024*1024, sizeof(char)); // 64 MB | ||
| 2029 | |||
| 2030 | int byteCount = 0; | ||
| 2031 | byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n"); | ||
| 2032 | byteCount += sprintf(txtData + byteCount, "// //\n"); | ||
| 2033 | byteCount += sprintf(txtData + byteCount, "// MeshAsCode exporter v1.0 - Mesh vertex data exported as arrays //\n"); | ||
| 2034 | byteCount += sprintf(txtData + byteCount, "// //\n"); | ||
| 2035 | byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); | ||
| 2036 | byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); | ||
| 2037 | byteCount += sprintf(txtData + byteCount, "// //\n"); | ||
| 2038 | byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2023 Ramon Santamaria (@raysan5) //\n"); | ||
| 2039 | byteCount += sprintf(txtData + byteCount, "// //\n"); | ||
| 2040 | byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n"); | ||
| 2041 | |||
| 2042 | // Get file name from path and convert variable name to uppercase | ||
| 2043 | char varFileName[256] = { 0 }; | ||
| 2044 | strcpy(varFileName, GetFileNameWithoutExt(fileName)); | ||
| 2045 | for (int i = 0; varFileName[i] != '\0'; i++) if ((varFileName[i] >= 'a') && (varFileName[i] <= 'z')) { varFileName[i] = varFileName[i] - 32; } | ||
| 2046 | |||
| 2047 | // Add image information | ||
| 2048 | byteCount += sprintf(txtData + byteCount, "// Mesh basic information\n"); | ||
| 2049 | byteCount += sprintf(txtData + byteCount, "#define %s_VERTEX_COUNT %i\n", varFileName, mesh.vertexCount); | ||
| 2050 | byteCount += sprintf(txtData + byteCount, "#define %s_TRIANGLE_COUNT %i\n\n", varFileName, mesh.triangleCount); | ||
| 2051 | |||
| 2052 | // Define vertex attributes data as separate arrays | ||
| 2053 | //----------------------------------------------------------------------------------------- | ||
| 2054 | if (mesh.vertices != NULL) // Vertex position (XYZ - 3 components per vertex - float) | ||
| 2055 | { | ||
| 2056 | byteCount += sprintf(txtData + byteCount, "static float %s_VERTEX_DATA[%i] = { ", varFileName, mesh.vertexCount*3); | ||
| 2057 | for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.vertices[i]); | ||
| 2058 | byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.vertices[mesh.vertexCount*3 - 1]); | ||
| 2059 | } | ||
| 2060 | |||
| 2061 | if (mesh.texcoords != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) | ||
| 2062 | { | ||
| 2063 | byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD_DATA[%i] = { ", varFileName, mesh.vertexCount*2); | ||
| 2064 | for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords[i]); | ||
| 2065 | byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords[mesh.vertexCount*2 - 1]); | ||
| 2066 | } | ||
| 2067 | |||
| 2068 | if (mesh.texcoords2 != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) | ||
| 2069 | { | ||
| 2070 | byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD2_DATA[%i] = { ", varFileName, mesh.vertexCount*2); | ||
| 2071 | for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords2[i]); | ||
| 2072 | byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords2[mesh.vertexCount*2 - 1]); | ||
| 2073 | } | ||
| 2074 | |||
| 2075 | if (mesh.normals != NULL) // Vertex normals (XYZ - 3 components per vertex - float) | ||
| 2076 | { | ||
| 2077 | byteCount += sprintf(txtData + byteCount, "static float %s_NORMAL_DATA[%i] = { ", varFileName, mesh.vertexCount*3); | ||
| 2078 | for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.normals[i]); | ||
| 2079 | byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.normals[mesh.vertexCount*3 - 1]); | ||
| 2080 | } | ||
| 2081 | |||
| 2082 | if (mesh.tangents != NULL) // Vertex tangents (XYZW - 4 components per vertex - float) | ||
| 2083 | { | ||
| 2084 | byteCount += sprintf(txtData + byteCount, "static float %s_TANGENT_DATA[%i] = { ", varFileName, mesh.vertexCount*4); | ||
| 2085 | for (int i = 0; i < mesh.vertexCount*4 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.tangents[i]); | ||
| 2086 | byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.tangents[mesh.vertexCount*4 - 1]); | ||
| 2087 | } | ||
| 2088 | |||
| 2089 | if (mesh.colors != NULL) // Vertex colors (RGBA - 4 components per vertex - unsigned char) | ||
| 2090 | { | ||
| 2091 | byteCount += sprintf(txtData + byteCount, "static unsigned char %s_COLOR_DATA[%i] = { ", varFileName, mesh.vertexCount*4); | ||
| 2092 | for (int i = 0; i < mesh.vertexCount*4 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), mesh.colors[i]); | ||
| 2093 | byteCount += sprintf(txtData + byteCount, "0x%x };\n\n", mesh.colors[mesh.vertexCount*4 - 1]); | ||
| 2094 | } | ||
| 2095 | |||
| 2096 | if (mesh.indices != NULL) // Vertex indices (3 index per triangle - unsigned short) | ||
| 2097 | { | ||
| 2098 | byteCount += sprintf(txtData + byteCount, "static unsigned short %s_INDEX_DATA[%i] = { ", varFileName, mesh.triangleCount*3); | ||
| 2099 | for (int i = 0; i < mesh.triangleCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%i,\n" : "%i, "), mesh.indices[i]); | ||
| 2100 | byteCount += sprintf(txtData + byteCount, "%i };\n", mesh.indices[mesh.triangleCount*3 - 1]); | ||
| 2101 | } | ||
| 2102 | //----------------------------------------------------------------------------------------- | ||
| 2103 | |||
| 2104 | // NOTE: Text data size exported is determined by '\0' (NULL) character | ||
| 2105 | success = SaveFileText(fileName, txtData); | ||
| 2106 | |||
| 2107 | RL_FREE(txtData); | ||
| 2108 | |||
| 2109 | //if (success != 0) TRACELOG(LOG_INFO, "FILEIO: [%s] Image as code exported successfully", fileName); | ||
| 2110 | //else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to export image as code", fileName); | ||
| 2111 | |||
| 2112 | return success; | ||
| 2113 | } | ||
| 2114 | |||
| 2115 | #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) | ||
| 2116 | // Process obj materials | ||
| 2117 | static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, int materialCount) | ||
| 2118 | { | ||
| 2119 | // Init model mats | ||
| 2120 | for (int m = 0; m < materialCount; m++) | ||
| 2121 | { | ||
| 2122 | // Init material to default | ||
| 2123 | // NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE | ||
| 2124 | materials[m] = LoadMaterialDefault(); | ||
| 2125 | |||
| 2126 | if (mats == NULL) continue; | ||
| 2127 | |||
| 2128 | // Get default texture, in case no texture is defined | ||
| 2129 | // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 | ||
| 2130 | materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; | ||
| 2131 | |||
| 2132 | if (mats[m].diffuse_texname != NULL) materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(mats[m].diffuse_texname); //char *diffuse_texname; // map_Kd | ||
| 2133 | else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2]*255.0f), 255 }; //float diffuse[3]; | ||
| 2134 | materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; | ||
| 2135 | |||
| 2136 | if (mats[m].specular_texname != NULL) materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(mats[m].specular_texname); //char *specular_texname; // map_Ks | ||
| 2137 | materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2]*255.0f), 255 }; //float specular[3]; | ||
| 2138 | materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f; | ||
| 2139 | |||
| 2140 | if (mats[m].bump_texname != NULL) materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(mats[m].bump_texname); //char *bump_texname; // map_bump, bump | ||
| 2141 | materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE; | ||
| 2142 | materials[m].maps[MATERIAL_MAP_NORMAL].value = mats[m].shininess; | ||
| 2143 | |||
| 2144 | materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2]*255.0f), 255 }; //float emission[3]; | ||
| 2145 | |||
| 2146 | if (mats[m].displacement_texname != NULL) materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(mats[m].displacement_texname); //char *displacement_texname; // disp | ||
| 2147 | } | ||
| 2148 | } | ||
| 2149 | #endif | ||
| 2150 | |||
| 2151 | // Load materials from model file | ||
| 2152 | Material *LoadMaterials(const char *fileName, int *materialCount) | ||
| 2153 | { | ||
| 2154 | Material *materials = NULL; | ||
| 2155 | unsigned int count = 0; | ||
| 2156 | |||
| 2157 | // TODO: Support IQM and GLTF for materials parsing | ||
| 2158 | |||
| 2159 | #if defined(SUPPORT_FILEFORMAT_MTL) | ||
| 2160 | if (IsFileExtension(fileName, ".mtl")) | ||
| 2161 | { | ||
| 2162 | tinyobj_material_t *mats = NULL; | ||
| 2163 | |||
| 2164 | int result = tinyobj_parse_mtl_file(&mats, &count, fileName); | ||
| 2165 | if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName); | ||
| 2166 | |||
| 2167 | materials = RL_MALLOC(count*sizeof(Material)); | ||
| 2168 | ProcessMaterialsOBJ(materials, mats, count); | ||
| 2169 | |||
| 2170 | tinyobj_materials_free(mats, count); | ||
| 2171 | } | ||
| 2172 | #else | ||
| 2173 | TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to load material file", fileName); | ||
| 2174 | #endif | ||
| 2175 | |||
| 2176 | *materialCount = count; | ||
| 2177 | return materials; | ||
| 2178 | } | ||
| 2179 | |||
| 2180 | // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) | ||
| 2181 | Material LoadMaterialDefault(void) | ||
| 2182 | { | ||
| 2183 | Material material = { 0 }; | ||
| 2184 | material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap)); | ||
| 2185 | |||
| 2186 | // Using rlgl default shader | ||
| 2187 | material.shader.id = rlGetShaderIdDefault(); | ||
| 2188 | material.shader.locs = rlGetShaderLocsDefault(); | ||
| 2189 | |||
| 2190 | // Using rlgl default texture (1x1 pixel, UNCOMPRESSED_R8G8B8A8, 1 mipmap) | ||
| 2191 | material.maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; | ||
| 2192 | //material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set | ||
| 2193 | //material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set | ||
| 2194 | |||
| 2195 | material.maps[MATERIAL_MAP_DIFFUSE].color = WHITE; // Diffuse color | ||
| 2196 | material.maps[MATERIAL_MAP_SPECULAR].color = WHITE; // Specular color | ||
| 2197 | |||
| 2198 | return material; | ||
| 2199 | } | ||
| 2200 | |||
| 2201 | // Check if a material is valid (map textures loaded in GPU) | ||
| 2202 | bool IsMaterialValid(Material material) | ||
| 2203 | { | ||
| 2204 | bool result = false; | ||
| 2205 | |||
| 2206 | if ((material.maps != NULL) && // Validate material contain some map | ||
| 2207 | (material.shader.id > 0)) result = true; // Validate material shader is valid | ||
| 2208 | |||
| 2209 | // TODO: Check if available maps contain loaded textures | ||
| 2210 | |||
| 2211 | return result; | ||
| 2212 | } | ||
| 2213 | |||
| 2214 | // Unload material from memory | ||
| 2215 | void UnloadMaterial(Material material) | ||
| 2216 | { | ||
| 2217 | // Unload material shader (avoid unloading default shader, managed by raylib) | ||
| 2218 | if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader); | ||
| 2219 | |||
| 2220 | // Unload loaded texture maps (avoid unloading default texture, managed by raylib) | ||
| 2221 | if (material.maps != NULL) | ||
| 2222 | { | ||
| 2223 | for (int i = 0; i < MAX_MATERIAL_MAPS; i++) | ||
| 2224 | { | ||
| 2225 | if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id); | ||
| 2226 | } | ||
| 2227 | } | ||
| 2228 | |||
| 2229 | RL_FREE(material.maps); | ||
| 2230 | } | ||
| 2231 | |||
| 2232 | // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) | ||
| 2233 | // NOTE: Previous texture should be manually unloaded | ||
| 2234 | void SetMaterialTexture(Material *material, int mapType, Texture2D texture) | ||
| 2235 | { | ||
| 2236 | material->maps[mapType].texture = texture; | ||
| 2237 | } | ||
| 2238 | |||
| 2239 | // Set the material for a mesh | ||
| 2240 | void SetModelMeshMaterial(Model *model, int meshId, int materialId) | ||
| 2241 | { | ||
| 2242 | if (meshId >= model->meshCount) TRACELOG(LOG_WARNING, "MESH: Id greater than mesh count"); | ||
| 2243 | else if (materialId >= model->materialCount) TRACELOG(LOG_WARNING, "MATERIAL: Id greater than material count"); | ||
| 2244 | else model->meshMaterial[meshId] = materialId; | ||
| 2245 | } | ||
| 2246 | |||
| 2247 | // Load model animations from file | ||
| 2248 | ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount) | ||
| 2249 | { | ||
| 2250 | ModelAnimation *animations = NULL; | ||
| 2251 | |||
| 2252 | #if defined(SUPPORT_FILEFORMAT_IQM) | ||
| 2253 | if (IsFileExtension(fileName, ".iqm")) animations = LoadModelAnimationsIQM(fileName, animCount); | ||
| 2254 | #endif | ||
| 2255 | #if defined(SUPPORT_FILEFORMAT_M3D) | ||
| 2256 | if (IsFileExtension(fileName, ".m3d")) animations = LoadModelAnimationsM3D(fileName, animCount); | ||
| 2257 | #endif | ||
| 2258 | #if defined(SUPPORT_FILEFORMAT_GLTF) | ||
| 2259 | if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationsGLTF(fileName, animCount); | ||
| 2260 | #endif | ||
| 2261 | |||
| 2262 | return animations; | ||
| 2263 | } | ||
| 2264 | |||
| 2265 | // Update model animated bones transform matrices for a given frame | ||
| 2266 | // NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId], | ||
| 2267 | // to be uploaded to shader at drawing, in case GPU skinning is enabled | ||
| 2268 | void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) | ||
| 2269 | { | ||
| 2270 | if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL)) | ||
| 2271 | { | ||
| 2272 | if (frame >= anim.frameCount) frame = frame%anim.frameCount; | ||
| 2273 | |||
| 2274 | for (int i = 0; i < model.meshCount; i++) | ||
| 2275 | { | ||
| 2276 | if (model.meshes[i].boneMatrices) | ||
| 2277 | { | ||
| 2278 | assert(model.meshes[i].boneCount == anim.boneCount); | ||
| 2279 | |||
| 2280 | for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++) | ||
| 2281 | { | ||
| 2282 | Vector3 inTranslation = model.bindPose[boneId].translation; | ||
| 2283 | Quaternion inRotation = model.bindPose[boneId].rotation; | ||
| 2284 | Vector3 inScale = model.bindPose[boneId].scale; | ||
| 2285 | |||
| 2286 | Vector3 outTranslation = anim.framePoses[frame][boneId].translation; | ||
| 2287 | Quaternion outRotation = anim.framePoses[frame][boneId].rotation; | ||
| 2288 | Vector3 outScale = anim.framePoses[frame][boneId].scale; | ||
| 2289 | |||
| 2290 | Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation)); | ||
| 2291 | Quaternion invRotation = QuaternionInvert(inRotation); | ||
| 2292 | Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale); | ||
| 2293 | |||
| 2294 | Vector3 boneTranslation = Vector3Add( | ||
| 2295 | Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation), | ||
| 2296 | outRotation), outTranslation); | ||
| 2297 | Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation); | ||
| 2298 | Vector3 boneScale = Vector3Multiply(outScale, invScale); | ||
| 2299 | |||
| 2300 | Matrix boneMatrix = MatrixMultiply(MatrixMultiply( | ||
| 2301 | QuaternionToMatrix(boneRotation), | ||
| 2302 | MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)), | ||
| 2303 | MatrixScale(boneScale.x, boneScale.y, boneScale.z)); | ||
| 2304 | |||
| 2305 | model.meshes[i].boneMatrices[boneId] = boneMatrix; | ||
| 2306 | } | ||
| 2307 | } | ||
| 2308 | } | ||
| 2309 | } | ||
| 2310 | } | ||
| 2311 | |||
| 2312 | // at least 2x speed up vs the old method | ||
| 2313 | // Update model animated vertex data (positions and normals) for a given frame | ||
| 2314 | // NOTE: Updated data is uploaded to GPU | ||
| 2315 | void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) | ||
| 2316 | { | ||
| 2317 | UpdateModelAnimationBones(model,anim,frame); | ||
| 2318 | for (int m = 0; m < model.meshCount; m++) | ||
| 2319 | { | ||
| 2320 | Mesh mesh = model.meshes[m]; | ||
| 2321 | Vector3 animVertex = { 0 }; | ||
| 2322 | Vector3 animNormal = { 0 }; | ||
| 2323 | int boneId = 0; | ||
| 2324 | int boneCounter = 0; | ||
| 2325 | float boneWeight = 0.0; | ||
| 2326 | bool updated = false; // Flag to check when anim vertex information is updated | ||
| 2327 | const int vValues = mesh.vertexCount*3; | ||
| 2328 | for (int vCounter = 0; vCounter < vValues; vCounter += 3) | ||
| 2329 | { | ||
| 2330 | mesh.animVertices[vCounter] = 0; | ||
| 2331 | mesh.animVertices[vCounter + 1] = 0; | ||
| 2332 | mesh.animVertices[vCounter + 2] = 0; | ||
| 2333 | if (mesh.animNormals != NULL) | ||
| 2334 | { | ||
| 2335 | mesh.animNormals[vCounter] = 0; | ||
| 2336 | mesh.animNormals[vCounter + 1] = 0; | ||
| 2337 | mesh.animNormals[vCounter + 2] = 0; | ||
| 2338 | } | ||
| 2339 | // Iterates over 4 bones per vertex | ||
| 2340 | for (int j = 0; j < 4; j++, boneCounter++) | ||
| 2341 | { | ||
| 2342 | boneWeight = mesh.boneWeights[boneCounter]; | ||
| 2343 | boneId = mesh.boneIds[boneCounter]; | ||
| 2344 | // Early stop when no transformation will be applied | ||
| 2345 | if (boneWeight == 0.0f) continue; | ||
| 2346 | animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; | ||
| 2347 | animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]); | ||
| 2348 | mesh.animVertices[vCounter] += animVertex.x * boneWeight; | ||
| 2349 | mesh.animVertices[vCounter+1] += animVertex.y * boneWeight; | ||
| 2350 | mesh.animVertices[vCounter+2] += animVertex.z * boneWeight; | ||
| 2351 | updated = true; | ||
| 2352 | // Normals processing | ||
| 2353 | // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) | ||
| 2354 | if (mesh.normals != NULL) | ||
| 2355 | { | ||
| 2356 | animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] }; | ||
| 2357 | animNormal = Vector3Transform(animNormal,model.meshes[m].boneMatrices[boneId]); | ||
| 2358 | mesh.animNormals[vCounter] += animNormal.x*boneWeight; | ||
| 2359 | mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight; | ||
| 2360 | mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight; | ||
| 2361 | } | ||
| 2362 | } | ||
| 2363 | } | ||
| 2364 | if (updated) | ||
| 2365 | { | ||
| 2366 | rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position | ||
| 2367 | rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals | ||
| 2368 | } | ||
| 2369 | } | ||
| 2370 | } | ||
| 2371 | |||
| 2372 | // Unload animation array data | ||
| 2373 | void UnloadModelAnimations(ModelAnimation *animations, int animCount) | ||
| 2374 | { | ||
| 2375 | for (int i = 0; i < animCount; i++) UnloadModelAnimation(animations[i]); | ||
| 2376 | RL_FREE(animations); | ||
| 2377 | } | ||
| 2378 | |||
| 2379 | // Unload animation data | ||
| 2380 | void UnloadModelAnimation(ModelAnimation anim) | ||
| 2381 | { | ||
| 2382 | for (int i = 0; i < anim.frameCount; i++) RL_FREE(anim.framePoses[i]); | ||
| 2383 | |||
| 2384 | RL_FREE(anim.bones); | ||
| 2385 | RL_FREE(anim.framePoses); | ||
| 2386 | } | ||
| 2387 | |||
| 2388 | // Check model animation skeleton match | ||
| 2389 | // NOTE: Only number of bones and parent connections are checked | ||
| 2390 | bool IsModelAnimationValid(Model model, ModelAnimation anim) | ||
| 2391 | { | ||
| 2392 | int result = true; | ||
| 2393 | |||
| 2394 | if (model.boneCount != anim.boneCount) result = false; | ||
| 2395 | else | ||
| 2396 | { | ||
| 2397 | for (int i = 0; i < model.boneCount; i++) | ||
| 2398 | { | ||
| 2399 | if (model.bones[i].parent != anim.bones[i].parent) { result = false; break; } | ||
| 2400 | } | ||
| 2401 | } | ||
| 2402 | |||
| 2403 | return result; | ||
| 2404 | } | ||
| 2405 | |||
| 2406 | #if defined(SUPPORT_MESH_GENERATION) | ||
| 2407 | // Generate polygonal mesh | ||
| 2408 | Mesh GenMeshPoly(int sides, float radius) | ||
| 2409 | { | ||
| 2410 | Mesh mesh = { 0 }; | ||
| 2411 | |||
| 2412 | if (sides < 3) return mesh; // Security check | ||
| 2413 | |||
| 2414 | int vertexCount = sides*3; | ||
| 2415 | |||
| 2416 | // Vertices definition | ||
| 2417 | Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); | ||
| 2418 | |||
| 2419 | float d = 0.0f, dStep = 360.0f/sides; | ||
| 2420 | for (int v = 0; v < vertexCount - 2; v += 3) | ||
| 2421 | { | ||
| 2422 | vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f }; | ||
| 2423 | vertices[v + 1] = (Vector3){ sinf(DEG2RAD*d)*radius, 0.0f, cosf(DEG2RAD*d)*radius }; | ||
| 2424 | vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(d+dStep))*radius, 0.0f, cosf(DEG2RAD*(d+dStep))*radius }; | ||
| 2425 | d += dStep; | ||
| 2426 | } | ||
| 2427 | |||
| 2428 | // Normals definition | ||
| 2429 | Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); | ||
| 2430 | for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up; | ||
| 2431 | |||
| 2432 | // TexCoords definition | ||
| 2433 | Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2)); | ||
| 2434 | for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f }; | ||
| 2435 | |||
| 2436 | mesh.vertexCount = vertexCount; | ||
| 2437 | mesh.triangleCount = sides; | ||
| 2438 | mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 2439 | mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); | ||
| 2440 | mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 2441 | |||
| 2442 | // Mesh vertices position array | ||
| 2443 | for (int i = 0; i < mesh.vertexCount; i++) | ||
| 2444 | { | ||
| 2445 | mesh.vertices[3*i] = vertices[i].x; | ||
| 2446 | mesh.vertices[3*i + 1] = vertices[i].y; | ||
| 2447 | mesh.vertices[3*i + 2] = vertices[i].z; | ||
| 2448 | } | ||
| 2449 | |||
| 2450 | // Mesh texcoords array | ||
| 2451 | for (int i = 0; i < mesh.vertexCount; i++) | ||
| 2452 | { | ||
| 2453 | mesh.texcoords[2*i] = texcoords[i].x; | ||
| 2454 | mesh.texcoords[2*i + 1] = texcoords[i].y; | ||
| 2455 | } | ||
| 2456 | |||
| 2457 | // Mesh normals array | ||
| 2458 | for (int i = 0; i < mesh.vertexCount; i++) | ||
| 2459 | { | ||
| 2460 | mesh.normals[3*i] = normals[i].x; | ||
| 2461 | mesh.normals[3*i + 1] = normals[i].y; | ||
| 2462 | mesh.normals[3*i + 2] = normals[i].z; | ||
| 2463 | } | ||
| 2464 | |||
| 2465 | RL_FREE(vertices); | ||
| 2466 | RL_FREE(normals); | ||
| 2467 | RL_FREE(texcoords); | ||
| 2468 | |||
| 2469 | // Upload vertex data to GPU (static mesh) | ||
| 2470 | // NOTE: mesh.vboId array is allocated inside UploadMesh() | ||
| 2471 | UploadMesh(&mesh, false); | ||
| 2472 | |||
| 2473 | return mesh; | ||
| 2474 | } | ||
| 2475 | |||
| 2476 | // Generate plane mesh (with subdivisions) | ||
| 2477 | Mesh GenMeshPlane(float width, float length, int resX, int resZ) | ||
| 2478 | { | ||
| 2479 | Mesh mesh = { 0 }; | ||
| 2480 | |||
| 2481 | #define CUSTOM_MESH_GEN_PLANE | ||
| 2482 | #if defined(CUSTOM_MESH_GEN_PLANE) | ||
| 2483 | resX++; | ||
| 2484 | resZ++; | ||
| 2485 | |||
| 2486 | // Vertices definition | ||
| 2487 | int vertexCount = resX*resZ; // vertices get reused for the faces | ||
| 2488 | |||
| 2489 | Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); | ||
| 2490 | for (int z = 0; z < resZ; z++) | ||
| 2491 | { | ||
| 2492 | // [-length/2, length/2] | ||
| 2493 | float zPos = ((float)z/(resZ - 1) - 0.5f)*length; | ||
| 2494 | for (int x = 0; x < resX; x++) | ||
| 2495 | { | ||
| 2496 | // [-width/2, width/2] | ||
| 2497 | float xPos = ((float)x/(resX - 1) - 0.5f)*width; | ||
| 2498 | vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos }; | ||
| 2499 | } | ||
| 2500 | } | ||
| 2501 | |||
| 2502 | // Normals definition | ||
| 2503 | Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); | ||
| 2504 | for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up; | ||
| 2505 | |||
| 2506 | // TexCoords definition | ||
| 2507 | Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2)); | ||
| 2508 | for (int v = 0; v < resZ; v++) | ||
| 2509 | { | ||
| 2510 | for (int u = 0; u < resX; u++) | ||
| 2511 | { | ||
| 2512 | texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) }; | ||
| 2513 | } | ||
| 2514 | } | ||
| 2515 | |||
| 2516 | // Triangles definition (indices) | ||
| 2517 | int numFaces = (resX - 1)*(resZ - 1); | ||
| 2518 | int *triangles = (int *)RL_MALLOC(numFaces*6*sizeof(int)); | ||
| 2519 | int t = 0; | ||
| 2520 | for (int face = 0; face < numFaces; face++) | ||
| 2521 | { | ||
| 2522 | // Retrieve lower left corner from face ind | ||
| 2523 | int i = face + face/(resX - 1); | ||
| 2524 | |||
| 2525 | triangles[t++] = i + resX; | ||
| 2526 | triangles[t++] = i + 1; | ||
| 2527 | triangles[t++] = i; | ||
| 2528 | |||
| 2529 | triangles[t++] = i + resX; | ||
| 2530 | triangles[t++] = i + resX + 1; | ||
| 2531 | triangles[t++] = i + 1; | ||
| 2532 | } | ||
| 2533 | |||
| 2534 | mesh.vertexCount = vertexCount; | ||
| 2535 | mesh.triangleCount = numFaces*2; | ||
| 2536 | mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 2537 | mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); | ||
| 2538 | mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 2539 | mesh.indices = (unsigned short *)RL_MALLOC(mesh.triangleCount*3*sizeof(unsigned short)); | ||
| 2540 | |||
| 2541 | // Mesh vertices position array | ||
| 2542 | for (int i = 0; i < mesh.vertexCount; i++) | ||
| 2543 | { | ||
| 2544 | mesh.vertices[3*i] = vertices[i].x; | ||
| 2545 | mesh.vertices[3*i + 1] = vertices[i].y; | ||
| 2546 | mesh.vertices[3*i + 2] = vertices[i].z; | ||
| 2547 | } | ||
| 2548 | |||
| 2549 | // Mesh texcoords array | ||
| 2550 | for (int i = 0; i < mesh.vertexCount; i++) | ||
| 2551 | { | ||
| 2552 | mesh.texcoords[2*i] = texcoords[i].x; | ||
| 2553 | mesh.texcoords[2*i + 1] = texcoords[i].y; | ||
| 2554 | } | ||
| 2555 | |||
| 2556 | // Mesh normals array | ||
| 2557 | for (int i = 0; i < mesh.vertexCount; i++) | ||
| 2558 | { | ||
| 2559 | mesh.normals[3*i] = normals[i].x; | ||
| 2560 | mesh.normals[3*i + 1] = normals[i].y; | ||
| 2561 | mesh.normals[3*i + 2] = normals[i].z; | ||
| 2562 | } | ||
| 2563 | |||
| 2564 | // Mesh indices array initialization | ||
| 2565 | for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i]; | ||
| 2566 | |||
| 2567 | RL_FREE(vertices); | ||
| 2568 | RL_FREE(normals); | ||
| 2569 | RL_FREE(texcoords); | ||
| 2570 | RL_FREE(triangles); | ||
| 2571 | |||
| 2572 | #else // Use par_shapes library to generate plane mesh | ||
| 2573 | |||
| 2574 | par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!! | ||
| 2575 | par_shapes_scale(plane, width, length, 1.0f); | ||
| 2576 | par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 }); | ||
| 2577 | par_shapes_translate(plane, -width/2, 0.0f, length/2); | ||
| 2578 | |||
| 2579 | mesh.vertices = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float)); | ||
| 2580 | mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float)); | ||
| 2581 | mesh.normals = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float)); | ||
| 2582 | |||
| 2583 | mesh.vertexCount = plane->ntriangles*3; | ||
| 2584 | mesh.triangleCount = plane->ntriangles; | ||
| 2585 | |||
| 2586 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 2587 | { | ||
| 2588 | mesh.vertices[k*3] = plane->points[plane->triangles[k]*3]; | ||
| 2589 | mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1]; | ||
| 2590 | mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2]; | ||
| 2591 | |||
| 2592 | mesh.normals[k*3] = plane->normals[plane->triangles[k]*3]; | ||
| 2593 | mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1]; | ||
| 2594 | mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2]; | ||
| 2595 | |||
| 2596 | mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2]; | ||
| 2597 | mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1]; | ||
| 2598 | } | ||
| 2599 | |||
| 2600 | par_shapes_free_mesh(plane); | ||
| 2601 | #endif | ||
| 2602 | |||
| 2603 | // Upload vertex data to GPU (static mesh) | ||
| 2604 | UploadMesh(&mesh, false); | ||
| 2605 | |||
| 2606 | return mesh; | ||
| 2607 | } | ||
| 2608 | |||
| 2609 | // Generated cuboid mesh | ||
| 2610 | Mesh GenMeshCube(float width, float height, float length) | ||
| 2611 | { | ||
| 2612 | Mesh mesh = { 0 }; | ||
| 2613 | |||
| 2614 | #define CUSTOM_MESH_GEN_CUBE | ||
| 2615 | #if defined(CUSTOM_MESH_GEN_CUBE) | ||
| 2616 | float vertices[] = { | ||
| 2617 | -width/2, -height/2, length/2, | ||
| 2618 | width/2, -height/2, length/2, | ||
| 2619 | width/2, height/2, length/2, | ||
| 2620 | -width/2, height/2, length/2, | ||
| 2621 | -width/2, -height/2, -length/2, | ||
| 2622 | -width/2, height/2, -length/2, | ||
| 2623 | width/2, height/2, -length/2, | ||
| 2624 | width/2, -height/2, -length/2, | ||
| 2625 | -width/2, height/2, -length/2, | ||
| 2626 | -width/2, height/2, length/2, | ||
| 2627 | width/2, height/2, length/2, | ||
| 2628 | width/2, height/2, -length/2, | ||
| 2629 | -width/2, -height/2, -length/2, | ||
| 2630 | width/2, -height/2, -length/2, | ||
| 2631 | width/2, -height/2, length/2, | ||
| 2632 | -width/2, -height/2, length/2, | ||
| 2633 | width/2, -height/2, -length/2, | ||
| 2634 | width/2, height/2, -length/2, | ||
| 2635 | width/2, height/2, length/2, | ||
| 2636 | width/2, -height/2, length/2, | ||
| 2637 | -width/2, -height/2, -length/2, | ||
| 2638 | -width/2, -height/2, length/2, | ||
| 2639 | -width/2, height/2, length/2, | ||
| 2640 | -width/2, height/2, -length/2 | ||
| 2641 | }; | ||
| 2642 | |||
| 2643 | float texcoords[] = { | ||
| 2644 | 0.0f, 0.0f, | ||
| 2645 | 1.0f, 0.0f, | ||
| 2646 | 1.0f, 1.0f, | ||
| 2647 | 0.0f, 1.0f, | ||
| 2648 | 1.0f, 0.0f, | ||
| 2649 | 1.0f, 1.0f, | ||
| 2650 | 0.0f, 1.0f, | ||
| 2651 | 0.0f, 0.0f, | ||
| 2652 | 0.0f, 1.0f, | ||
| 2653 | 0.0f, 0.0f, | ||
| 2654 | 1.0f, 0.0f, | ||
| 2655 | 1.0f, 1.0f, | ||
| 2656 | 1.0f, 1.0f, | ||
| 2657 | 0.0f, 1.0f, | ||
| 2658 | 0.0f, 0.0f, | ||
| 2659 | 1.0f, 0.0f, | ||
| 2660 | 1.0f, 0.0f, | ||
| 2661 | 1.0f, 1.0f, | ||
| 2662 | 0.0f, 1.0f, | ||
| 2663 | 0.0f, 0.0f, | ||
| 2664 | 0.0f, 0.0f, | ||
| 2665 | 1.0f, 0.0f, | ||
| 2666 | 1.0f, 1.0f, | ||
| 2667 | 0.0f, 1.0f | ||
| 2668 | }; | ||
| 2669 | |||
| 2670 | float normals[] = { | ||
| 2671 | 0.0f, 0.0f, 1.0f, | ||
| 2672 | 0.0f, 0.0f, 1.0f, | ||
| 2673 | 0.0f, 0.0f, 1.0f, | ||
| 2674 | 0.0f, 0.0f, 1.0f, | ||
| 2675 | 0.0f, 0.0f,-1.0f, | ||
| 2676 | 0.0f, 0.0f,-1.0f, | ||
| 2677 | 0.0f, 0.0f,-1.0f, | ||
| 2678 | 0.0f, 0.0f,-1.0f, | ||
| 2679 | 0.0f, 1.0f, 0.0f, | ||
| 2680 | 0.0f, 1.0f, 0.0f, | ||
| 2681 | 0.0f, 1.0f, 0.0f, | ||
| 2682 | 0.0f, 1.0f, 0.0f, | ||
| 2683 | 0.0f,-1.0f, 0.0f, | ||
| 2684 | 0.0f,-1.0f, 0.0f, | ||
| 2685 | 0.0f,-1.0f, 0.0f, | ||
| 2686 | 0.0f,-1.0f, 0.0f, | ||
| 2687 | 1.0f, 0.0f, 0.0f, | ||
| 2688 | 1.0f, 0.0f, 0.0f, | ||
| 2689 | 1.0f, 0.0f, 0.0f, | ||
| 2690 | 1.0f, 0.0f, 0.0f, | ||
| 2691 | -1.0f, 0.0f, 0.0f, | ||
| 2692 | -1.0f, 0.0f, 0.0f, | ||
| 2693 | -1.0f, 0.0f, 0.0f, | ||
| 2694 | -1.0f, 0.0f, 0.0f | ||
| 2695 | }; | ||
| 2696 | |||
| 2697 | mesh.vertices = (float *)RL_MALLOC(24*3*sizeof(float)); | ||
| 2698 | memcpy(mesh.vertices, vertices, 24*3*sizeof(float)); | ||
| 2699 | |||
| 2700 | mesh.texcoords = (float *)RL_MALLOC(24*2*sizeof(float)); | ||
| 2701 | memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float)); | ||
| 2702 | |||
| 2703 | mesh.normals = (float *)RL_MALLOC(24*3*sizeof(float)); | ||
| 2704 | memcpy(mesh.normals, normals, 24*3*sizeof(float)); | ||
| 2705 | |||
| 2706 | mesh.indices = (unsigned short *)RL_MALLOC(36*sizeof(unsigned short)); | ||
| 2707 | |||
| 2708 | int k = 0; | ||
| 2709 | |||
| 2710 | // Indices can be initialized right now | ||
| 2711 | for (int i = 0; i < 36; i += 6) | ||
| 2712 | { | ||
| 2713 | mesh.indices[i] = 4*k; | ||
| 2714 | mesh.indices[i + 1] = 4*k + 1; | ||
| 2715 | mesh.indices[i + 2] = 4*k + 2; | ||
| 2716 | mesh.indices[i + 3] = 4*k; | ||
| 2717 | mesh.indices[i + 4] = 4*k + 2; | ||
| 2718 | mesh.indices[i + 5] = 4*k + 3; | ||
| 2719 | |||
| 2720 | k++; | ||
| 2721 | } | ||
| 2722 | |||
| 2723 | mesh.vertexCount = 24; | ||
| 2724 | mesh.triangleCount = 12; | ||
| 2725 | |||
| 2726 | #else // Use par_shapes library to generate cube mesh | ||
| 2727 | /* | ||
| 2728 | // Platonic solids: | ||
| 2729 | par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid) | ||
| 2730 | par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube) | ||
| 2731 | par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (diamond) | ||
| 2732 | par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron | ||
| 2733 | par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron | ||
| 2734 | */ | ||
| 2735 | // Platonic solid generation: cube (6 sides) | ||
| 2736 | // NOTE: No normals/texcoords generated by default | ||
| 2737 | par_shapes_mesh *cube = par_shapes_create_cube(); | ||
| 2738 | cube->tcoords = PAR_MALLOC(float, 2*cube->npoints); | ||
| 2739 | for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f; | ||
| 2740 | par_shapes_scale(cube, width, height, length); | ||
| 2741 | par_shapes_translate(cube, -width/2, 0.0f, -length/2); | ||
| 2742 | par_shapes_compute_normals(cube); | ||
| 2743 | |||
| 2744 | mesh.vertices = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float)); | ||
| 2745 | mesh.texcoords = (float *)RL_MALLOC(cube->ntriangles*3*2*sizeof(float)); | ||
| 2746 | mesh.normals = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float)); | ||
| 2747 | |||
| 2748 | mesh.vertexCount = cube->ntriangles*3; | ||
| 2749 | mesh.triangleCount = cube->ntriangles; | ||
| 2750 | |||
| 2751 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 2752 | { | ||
| 2753 | mesh.vertices[k*3] = cube->points[cube->triangles[k]*3]; | ||
| 2754 | mesh.vertices[k*3 + 1] = cube->points[cube->triangles[k]*3 + 1]; | ||
| 2755 | mesh.vertices[k*3 + 2] = cube->points[cube->triangles[k]*3 + 2]; | ||
| 2756 | |||
| 2757 | mesh.normals[k*3] = cube->normals[cube->triangles[k]*3]; | ||
| 2758 | mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1]; | ||
| 2759 | mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2]; | ||
| 2760 | |||
| 2761 | mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2]; | ||
| 2762 | mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1]; | ||
| 2763 | } | ||
| 2764 | |||
| 2765 | par_shapes_free_mesh(cube); | ||
| 2766 | #endif | ||
| 2767 | |||
| 2768 | // Upload vertex data to GPU (static mesh) | ||
| 2769 | UploadMesh(&mesh, false); | ||
| 2770 | |||
| 2771 | return mesh; | ||
| 2772 | } | ||
| 2773 | |||
| 2774 | // Generate sphere mesh (standard sphere) | ||
| 2775 | Mesh GenMeshSphere(float radius, int rings, int slices) | ||
| 2776 | { | ||
| 2777 | Mesh mesh = { 0 }; | ||
| 2778 | |||
| 2779 | if ((rings >= 3) && (slices >= 3)) | ||
| 2780 | { | ||
| 2781 | par_shapes_set_epsilon_degenerate_sphere(0.0); | ||
| 2782 | par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings); | ||
| 2783 | par_shapes_scale(sphere, radius, radius, radius); | ||
| 2784 | // NOTE: Soft normals are computed internally | ||
| 2785 | |||
| 2786 | mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); | ||
| 2787 | mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float)); | ||
| 2788 | mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); | ||
| 2789 | |||
| 2790 | mesh.vertexCount = sphere->ntriangles*3; | ||
| 2791 | mesh.triangleCount = sphere->ntriangles; | ||
| 2792 | |||
| 2793 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 2794 | { | ||
| 2795 | mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3]; | ||
| 2796 | mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1]; | ||
| 2797 | mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2]; | ||
| 2798 | |||
| 2799 | mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3]; | ||
| 2800 | mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1]; | ||
| 2801 | mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2]; | ||
| 2802 | |||
| 2803 | mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2]; | ||
| 2804 | mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1]; | ||
| 2805 | } | ||
| 2806 | |||
| 2807 | par_shapes_free_mesh(sphere); | ||
| 2808 | |||
| 2809 | // Upload vertex data to GPU (static mesh) | ||
| 2810 | UploadMesh(&mesh, false); | ||
| 2811 | } | ||
| 2812 | else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: sphere"); | ||
| 2813 | |||
| 2814 | return mesh; | ||
| 2815 | } | ||
| 2816 | |||
| 2817 | // Generate hemisphere mesh (half sphere, no bottom cap) | ||
| 2818 | Mesh GenMeshHemiSphere(float radius, int rings, int slices) | ||
| 2819 | { | ||
| 2820 | Mesh mesh = { 0 }; | ||
| 2821 | |||
| 2822 | if ((rings >= 3) && (slices >= 3)) | ||
| 2823 | { | ||
| 2824 | if (radius < 0.0f) radius = 0.0f; | ||
| 2825 | |||
| 2826 | par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings); | ||
| 2827 | par_shapes_scale(sphere, radius, radius, radius); | ||
| 2828 | // NOTE: Soft normals are computed internally | ||
| 2829 | |||
| 2830 | mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); | ||
| 2831 | mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float)); | ||
| 2832 | mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float)); | ||
| 2833 | |||
| 2834 | mesh.vertexCount = sphere->ntriangles*3; | ||
| 2835 | mesh.triangleCount = sphere->ntriangles; | ||
| 2836 | |||
| 2837 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 2838 | { | ||
| 2839 | mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3]; | ||
| 2840 | mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1]; | ||
| 2841 | mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2]; | ||
| 2842 | |||
| 2843 | mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3]; | ||
| 2844 | mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1]; | ||
| 2845 | mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2]; | ||
| 2846 | |||
| 2847 | mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2]; | ||
| 2848 | mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1]; | ||
| 2849 | } | ||
| 2850 | |||
| 2851 | par_shapes_free_mesh(sphere); | ||
| 2852 | |||
| 2853 | // Upload vertex data to GPU (static mesh) | ||
| 2854 | UploadMesh(&mesh, false); | ||
| 2855 | } | ||
| 2856 | else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: hemisphere"); | ||
| 2857 | |||
| 2858 | return mesh; | ||
| 2859 | } | ||
| 2860 | |||
| 2861 | // Generate cylinder mesh | ||
| 2862 | Mesh GenMeshCylinder(float radius, float height, int slices) | ||
| 2863 | { | ||
| 2864 | Mesh mesh = { 0 }; | ||
| 2865 | |||
| 2866 | if (slices >= 3) | ||
| 2867 | { | ||
| 2868 | // Instance a cylinder that sits on the Z=0 plane using the given tessellation | ||
| 2869 | // levels across the UV domain. Think of "slices" like a number of pizza | ||
| 2870 | // slices, and "stacks" like a number of stacked rings | ||
| 2871 | // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale | ||
| 2872 | par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8); | ||
| 2873 | par_shapes_scale(cylinder, radius, radius, height); | ||
| 2874 | par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 }); | ||
| 2875 | |||
| 2876 | // Generate an orientable disk shape (top cap) | ||
| 2877 | par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 }); | ||
| 2878 | capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints); | ||
| 2879 | for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f; | ||
| 2880 | par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 }); | ||
| 2881 | par_shapes_rotate(capTop, 90*DEG2RAD, (float[]){ 0, 1, 0 }); | ||
| 2882 | par_shapes_translate(capTop, 0, height, 0); | ||
| 2883 | |||
| 2884 | // Generate an orientable disk shape (bottom cap) | ||
| 2885 | par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 }); | ||
| 2886 | capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints); | ||
| 2887 | for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f; | ||
| 2888 | par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 }); | ||
| 2889 | par_shapes_rotate(capBottom, -90*DEG2RAD, (float[]){ 0, 1, 0 }); | ||
| 2890 | |||
| 2891 | par_shapes_merge_and_free(cylinder, capTop); | ||
| 2892 | par_shapes_merge_and_free(cylinder, capBottom); | ||
| 2893 | |||
| 2894 | mesh.vertices = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float)); | ||
| 2895 | mesh.texcoords = (float *)RL_MALLOC(cylinder->ntriangles*3*2*sizeof(float)); | ||
| 2896 | mesh.normals = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float)); | ||
| 2897 | |||
| 2898 | mesh.vertexCount = cylinder->ntriangles*3; | ||
| 2899 | mesh.triangleCount = cylinder->ntriangles; | ||
| 2900 | |||
| 2901 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 2902 | { | ||
| 2903 | mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3]; | ||
| 2904 | mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1]; | ||
| 2905 | mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2]; | ||
| 2906 | |||
| 2907 | mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3]; | ||
| 2908 | mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1]; | ||
| 2909 | mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2]; | ||
| 2910 | |||
| 2911 | mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2]; | ||
| 2912 | mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1]; | ||
| 2913 | } | ||
| 2914 | |||
| 2915 | par_shapes_free_mesh(cylinder); | ||
| 2916 | |||
| 2917 | // Upload vertex data to GPU (static mesh) | ||
| 2918 | UploadMesh(&mesh, false); | ||
| 2919 | } | ||
| 2920 | else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cylinder"); | ||
| 2921 | |||
| 2922 | return mesh; | ||
| 2923 | } | ||
| 2924 | |||
| 2925 | // Generate cone/pyramid mesh | ||
| 2926 | Mesh GenMeshCone(float radius, float height, int slices) | ||
| 2927 | { | ||
| 2928 | Mesh mesh = { 0 }; | ||
| 2929 | |||
| 2930 | if (slices >= 3) | ||
| 2931 | { | ||
| 2932 | // Instance a cone that sits on the Z=0 plane using the given tessellation | ||
| 2933 | // levels across the UV domain. Think of "slices" like a number of pizza | ||
| 2934 | // slices, and "stacks" like a number of stacked rings | ||
| 2935 | // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale | ||
| 2936 | par_shapes_mesh *cone = par_shapes_create_cone(slices, 8); | ||
| 2937 | par_shapes_scale(cone, radius, radius, height); | ||
| 2938 | par_shapes_rotate(cone, -PI/2.0f, (float[]){ 1, 0, 0 }); | ||
| 2939 | par_shapes_rotate(cone, PI/2.0f, (float[]){ 0, 1, 0 }); | ||
| 2940 | |||
| 2941 | // Generate an orientable disk shape (bottom cap) | ||
| 2942 | par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 }); | ||
| 2943 | capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints); | ||
| 2944 | for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f; | ||
| 2945 | par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 }); | ||
| 2946 | |||
| 2947 | par_shapes_merge_and_free(cone, capBottom); | ||
| 2948 | |||
| 2949 | mesh.vertices = (float *)RL_MALLOC(cone->ntriangles*3*3*sizeof(float)); | ||
| 2950 | mesh.texcoords = (float *)RL_MALLOC(cone->ntriangles*3*2*sizeof(float)); | ||
| 2951 | mesh.normals = (float *)RL_MALLOC(cone->ntriangles*3*3*sizeof(float)); | ||
| 2952 | |||
| 2953 | mesh.vertexCount = cone->ntriangles*3; | ||
| 2954 | mesh.triangleCount = cone->ntriangles; | ||
| 2955 | |||
| 2956 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 2957 | { | ||
| 2958 | mesh.vertices[k*3] = cone->points[cone->triangles[k]*3]; | ||
| 2959 | mesh.vertices[k*3 + 1] = cone->points[cone->triangles[k]*3 + 1]; | ||
| 2960 | mesh.vertices[k*3 + 2] = cone->points[cone->triangles[k]*3 + 2]; | ||
| 2961 | |||
| 2962 | mesh.normals[k*3] = cone->normals[cone->triangles[k]*3]; | ||
| 2963 | mesh.normals[k*3 + 1] = cone->normals[cone->triangles[k]*3 + 1]; | ||
| 2964 | mesh.normals[k*3 + 2] = cone->normals[cone->triangles[k]*3 + 2]; | ||
| 2965 | |||
| 2966 | mesh.texcoords[k*2] = cone->tcoords[cone->triangles[k]*2]; | ||
| 2967 | mesh.texcoords[k*2 + 1] = cone->tcoords[cone->triangles[k]*2 + 1]; | ||
| 2968 | } | ||
| 2969 | |||
| 2970 | par_shapes_free_mesh(cone); | ||
| 2971 | |||
| 2972 | // Upload vertex data to GPU (static mesh) | ||
| 2973 | UploadMesh(&mesh, false); | ||
| 2974 | } | ||
| 2975 | else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cone"); | ||
| 2976 | |||
| 2977 | return mesh; | ||
| 2978 | } | ||
| 2979 | |||
| 2980 | // Generate torus mesh | ||
| 2981 | Mesh GenMeshTorus(float radius, float size, int radSeg, int sides) | ||
| 2982 | { | ||
| 2983 | Mesh mesh = { 0 }; | ||
| 2984 | |||
| 2985 | if ((sides >= 3) && (radSeg >= 3)) | ||
| 2986 | { | ||
| 2987 | if (radius > 1.0f) radius = 1.0f; | ||
| 2988 | else if (radius < 0.1f) radius = 0.1f; | ||
| 2989 | |||
| 2990 | // Create a donut that sits on the Z=0 plane with the specified inner radius | ||
| 2991 | // The outer radius can be controlled with par_shapes_scale | ||
| 2992 | par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius); | ||
| 2993 | par_shapes_scale(torus, size/2, size/2, size/2); | ||
| 2994 | |||
| 2995 | mesh.vertices = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float)); | ||
| 2996 | mesh.texcoords = (float *)RL_MALLOC(torus->ntriangles*3*2*sizeof(float)); | ||
| 2997 | mesh.normals = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float)); | ||
| 2998 | |||
| 2999 | mesh.vertexCount = torus->ntriangles*3; | ||
| 3000 | mesh.triangleCount = torus->ntriangles; | ||
| 3001 | |||
| 3002 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 3003 | { | ||
| 3004 | mesh.vertices[k*3] = torus->points[torus->triangles[k]*3]; | ||
| 3005 | mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1]; | ||
| 3006 | mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2]; | ||
| 3007 | |||
| 3008 | mesh.normals[k*3] = torus->normals[torus->triangles[k]*3]; | ||
| 3009 | mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1]; | ||
| 3010 | mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2]; | ||
| 3011 | |||
| 3012 | mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2]; | ||
| 3013 | mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1]; | ||
| 3014 | } | ||
| 3015 | |||
| 3016 | par_shapes_free_mesh(torus); | ||
| 3017 | |||
| 3018 | // Upload vertex data to GPU (static mesh) | ||
| 3019 | UploadMesh(&mesh, false); | ||
| 3020 | } | ||
| 3021 | else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: torus"); | ||
| 3022 | |||
| 3023 | return mesh; | ||
| 3024 | } | ||
| 3025 | |||
| 3026 | // Generate trefoil knot mesh | ||
| 3027 | Mesh GenMeshKnot(float radius, float size, int radSeg, int sides) | ||
| 3028 | { | ||
| 3029 | Mesh mesh = { 0 }; | ||
| 3030 | |||
| 3031 | if ((sides >= 3) && (radSeg >= 3)) | ||
| 3032 | { | ||
| 3033 | if (radius > 3.0f) radius = 3.0f; | ||
| 3034 | else if (radius < 0.5f) radius = 0.5f; | ||
| 3035 | |||
| 3036 | par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius); | ||
| 3037 | par_shapes_scale(knot, size, size, size); | ||
| 3038 | |||
| 3039 | mesh.vertices = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float)); | ||
| 3040 | mesh.texcoords = (float *)RL_MALLOC(knot->ntriangles*3*2*sizeof(float)); | ||
| 3041 | mesh.normals = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float)); | ||
| 3042 | |||
| 3043 | mesh.vertexCount = knot->ntriangles*3; | ||
| 3044 | mesh.triangleCount = knot->ntriangles; | ||
| 3045 | |||
| 3046 | for (int k = 0; k < mesh.vertexCount; k++) | ||
| 3047 | { | ||
| 3048 | mesh.vertices[k*3] = knot->points[knot->triangles[k]*3]; | ||
| 3049 | mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1]; | ||
| 3050 | mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2]; | ||
| 3051 | |||
| 3052 | mesh.normals[k*3] = knot->normals[knot->triangles[k]*3]; | ||
| 3053 | mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1]; | ||
| 3054 | mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2]; | ||
| 3055 | |||
| 3056 | mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2]; | ||
| 3057 | mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1]; | ||
| 3058 | } | ||
| 3059 | |||
| 3060 | par_shapes_free_mesh(knot); | ||
| 3061 | |||
| 3062 | // Upload vertex data to GPU (static mesh) | ||
| 3063 | UploadMesh(&mesh, false); | ||
| 3064 | } | ||
| 3065 | else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: knot"); | ||
| 3066 | |||
| 3067 | return mesh; | ||
| 3068 | } | ||
| 3069 | |||
| 3070 | // Generate a mesh from heightmap | ||
| 3071 | // NOTE: Vertex data is uploaded to GPU | ||
| 3072 | Mesh GenMeshHeightmap(Image heightmap, Vector3 size) | ||
| 3073 | { | ||
| 3074 | #define GRAY_VALUE(c) ((float)(c.r + c.g + c.b)/3.0f) | ||
| 3075 | |||
| 3076 | Mesh mesh = { 0 }; | ||
| 3077 | |||
| 3078 | int mapX = heightmap.width; | ||
| 3079 | int mapZ = heightmap.height; | ||
| 3080 | |||
| 3081 | Color *pixels = LoadImageColors(heightmap); | ||
| 3082 | |||
| 3083 | // NOTE: One vertex per pixel | ||
| 3084 | mesh.triangleCount = (mapX - 1)*(mapZ - 1)*2; // One quad every four pixels | ||
| 3085 | |||
| 3086 | mesh.vertexCount = mesh.triangleCount*3; | ||
| 3087 | |||
| 3088 | mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 3089 | mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 3090 | mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); | ||
| 3091 | mesh.colors = NULL; | ||
| 3092 | |||
| 3093 | int vCounter = 0; // Used to count vertices float by float | ||
| 3094 | int tcCounter = 0; // Used to count texcoords float by float | ||
| 3095 | int nCounter = 0; // Used to count normals float by float | ||
| 3096 | |||
| 3097 | Vector3 scaleFactor = { size.x/(mapX - 1), size.y/255.0f, size.z/(mapZ - 1) }; | ||
| 3098 | |||
| 3099 | Vector3 vA = { 0 }; | ||
| 3100 | Vector3 vB = { 0 }; | ||
| 3101 | Vector3 vC = { 0 }; | ||
| 3102 | Vector3 vN = { 0 }; | ||
| 3103 | |||
| 3104 | for (int z = 0; z < mapZ-1; z++) | ||
| 3105 | { | ||
| 3106 | for (int x = 0; x < mapX-1; x++) | ||
| 3107 | { | ||
| 3108 | // Fill vertices array with data | ||
| 3109 | //---------------------------------------------------------- | ||
| 3110 | |||
| 3111 | // one triangle - 3 vertex | ||
| 3112 | mesh.vertices[vCounter] = (float)x*scaleFactor.x; | ||
| 3113 | mesh.vertices[vCounter + 1] = GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y; | ||
| 3114 | mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z; | ||
| 3115 | |||
| 3116 | mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x; | ||
| 3117 | mesh.vertices[vCounter + 4] = GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y; | ||
| 3118 | mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z; | ||
| 3119 | |||
| 3120 | mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x; | ||
| 3121 | mesh.vertices[vCounter + 7] = GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y; | ||
| 3122 | mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z; | ||
| 3123 | |||
| 3124 | // Another triangle - 3 vertex | ||
| 3125 | mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6]; | ||
| 3126 | mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7]; | ||
| 3127 | mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8]; | ||
| 3128 | |||
| 3129 | mesh.vertices[vCounter + 12] = mesh.vertices[vCounter + 3]; | ||
| 3130 | mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4]; | ||
| 3131 | mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5]; | ||
| 3132 | |||
| 3133 | mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x; | ||
| 3134 | mesh.vertices[vCounter + 16] = GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y; | ||
| 3135 | mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z; | ||
| 3136 | vCounter += 18; // 6 vertex, 18 floats | ||
| 3137 | |||
| 3138 | // Fill texcoords array with data | ||
| 3139 | //-------------------------------------------------------------- | ||
| 3140 | mesh.texcoords[tcCounter] = (float)x/(mapX - 1); | ||
| 3141 | mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1); | ||
| 3142 | |||
| 3143 | mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1); | ||
| 3144 | mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1); | ||
| 3145 | |||
| 3146 | mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1); | ||
| 3147 | mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1); | ||
| 3148 | |||
| 3149 | mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4]; | ||
| 3150 | mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5]; | ||
| 3151 | |||
| 3152 | mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2]; | ||
| 3153 | mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3]; | ||
| 3154 | |||
| 3155 | mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1); | ||
| 3156 | mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1); | ||
| 3157 | tcCounter += 12; // 6 texcoords, 12 floats | ||
| 3158 | |||
| 3159 | // Fill normals array with data | ||
| 3160 | //-------------------------------------------------------------- | ||
| 3161 | for (int i = 0; i < 18; i += 9) | ||
| 3162 | { | ||
| 3163 | vA.x = mesh.vertices[nCounter + i]; | ||
| 3164 | vA.y = mesh.vertices[nCounter + i + 1]; | ||
| 3165 | vA.z = mesh.vertices[nCounter + i + 2]; | ||
| 3166 | |||
| 3167 | vB.x = mesh.vertices[nCounter + i + 3]; | ||
| 3168 | vB.y = mesh.vertices[nCounter + i + 4]; | ||
| 3169 | vB.z = mesh.vertices[nCounter + i + 5]; | ||
| 3170 | |||
| 3171 | vC.x = mesh.vertices[nCounter + i + 6]; | ||
| 3172 | vC.y = mesh.vertices[nCounter + i + 7]; | ||
| 3173 | vC.z = mesh.vertices[nCounter + i + 8]; | ||
| 3174 | |||
| 3175 | vN = Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA))); | ||
| 3176 | |||
| 3177 | mesh.normals[nCounter + i] = vN.x; | ||
| 3178 | mesh.normals[nCounter + i + 1] = vN.y; | ||
| 3179 | mesh.normals[nCounter + i + 2] = vN.z; | ||
| 3180 | |||
| 3181 | mesh.normals[nCounter + i + 3] = vN.x; | ||
| 3182 | mesh.normals[nCounter + i + 4] = vN.y; | ||
| 3183 | mesh.normals[nCounter + i + 5] = vN.z; | ||
| 3184 | |||
| 3185 | mesh.normals[nCounter + i + 6] = vN.x; | ||
| 3186 | mesh.normals[nCounter + i + 7] = vN.y; | ||
| 3187 | mesh.normals[nCounter + i + 8] = vN.z; | ||
| 3188 | } | ||
| 3189 | |||
| 3190 | nCounter += 18; // 6 vertex, 18 floats | ||
| 3191 | } | ||
| 3192 | } | ||
| 3193 | |||
| 3194 | UnloadImageColors(pixels); // Unload pixels color data | ||
| 3195 | |||
| 3196 | // Upload vertex data to GPU (static mesh) | ||
| 3197 | UploadMesh(&mesh, false); | ||
| 3198 | |||
| 3199 | return mesh; | ||
| 3200 | } | ||
| 3201 | |||
| 3202 | // Generate a cubes mesh from pixel data | ||
| 3203 | // NOTE: Vertex data is uploaded to GPU | ||
| 3204 | Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) | ||
| 3205 | { | ||
| 3206 | #define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a)) | ||
| 3207 | |||
| 3208 | Mesh mesh = { 0 }; | ||
| 3209 | |||
| 3210 | Color *pixels = LoadImageColors(cubicmap); | ||
| 3211 | |||
| 3212 | // NOTE: Max possible number of triangles numCubes*(12 triangles by cube) | ||
| 3213 | int maxTriangles = cubicmap.width*cubicmap.height*12; | ||
| 3214 | |||
| 3215 | int vCounter = 0; // Used to count vertices | ||
| 3216 | int tcCounter = 0; // Used to count texcoords | ||
| 3217 | int nCounter = 0; // Used to count normals | ||
| 3218 | |||
| 3219 | float w = cubeSize.x; | ||
| 3220 | float h = cubeSize.z; | ||
| 3221 | float h2 = cubeSize.y; | ||
| 3222 | |||
| 3223 | Vector3 *mapVertices = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3)); | ||
| 3224 | Vector2 *mapTexcoords = (Vector2 *)RL_MALLOC(maxTriangles*3*sizeof(Vector2)); | ||
| 3225 | Vector3 *mapNormals = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3)); | ||
| 3226 | |||
| 3227 | // Define the 6 normals of the cube, we will combine them accordingly later... | ||
| 3228 | Vector3 n1 = { 1.0f, 0.0f, 0.0f }; | ||
| 3229 | Vector3 n2 = { -1.0f, 0.0f, 0.0f }; | ||
| 3230 | Vector3 n3 = { 0.0f, 1.0f, 0.0f }; | ||
| 3231 | Vector3 n4 = { 0.0f, -1.0f, 0.0f }; | ||
| 3232 | Vector3 n5 = { 0.0f, 0.0f, -1.0f }; | ||
| 3233 | Vector3 n6 = { 0.0f, 0.0f, 1.0f }; | ||
| 3234 | |||
| 3235 | // NOTE: We use texture rectangles to define different textures for top-bottom-front-back-right-left (6) | ||
| 3236 | typedef struct RectangleF { | ||
| 3237 | float x; | ||
| 3238 | float y; | ||
| 3239 | float width; | ||
| 3240 | float height; | ||
| 3241 | } RectangleF; | ||
| 3242 | |||
| 3243 | RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f }; | ||
| 3244 | RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f }; | ||
| 3245 | RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f }; | ||
| 3246 | RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f }; | ||
| 3247 | RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f }; | ||
| 3248 | RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f }; | ||
| 3249 | |||
| 3250 | for (int z = 0; z < cubicmap.height; ++z) | ||
| 3251 | { | ||
| 3252 | for (int x = 0; x < cubicmap.width; ++x) | ||
| 3253 | { | ||
| 3254 | // Define the 8 vertex of the cube, we will combine them accordingly later... | ||
| 3255 | Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) }; | ||
| 3256 | Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) }; | ||
| 3257 | Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) }; | ||
| 3258 | Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) }; | ||
| 3259 | Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) }; | ||
| 3260 | Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) }; | ||
| 3261 | Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) }; | ||
| 3262 | Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) }; | ||
| 3263 | |||
| 3264 | // We check pixel color to be WHITE -> draw full cube | ||
| 3265 | if (COLOR_EQUAL(pixels[z*cubicmap.width + x], WHITE)) | ||
| 3266 | { | ||
| 3267 | // Define triangles and checking collateral cubes | ||
| 3268 | //------------------------------------------------ | ||
| 3269 | |||
| 3270 | // Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4) | ||
| 3271 | // WARNING: Not required for a WHITE cubes, created to allow seeing the map from outside | ||
| 3272 | mapVertices[vCounter] = v1; | ||
| 3273 | mapVertices[vCounter + 1] = v2; | ||
| 3274 | mapVertices[vCounter + 2] = v3; | ||
| 3275 | mapVertices[vCounter + 3] = v1; | ||
| 3276 | mapVertices[vCounter + 4] = v3; | ||
| 3277 | mapVertices[vCounter + 5] = v4; | ||
| 3278 | vCounter += 6; | ||
| 3279 | |||
| 3280 | mapNormals[nCounter] = n3; | ||
| 3281 | mapNormals[nCounter + 1] = n3; | ||
| 3282 | mapNormals[nCounter + 2] = n3; | ||
| 3283 | mapNormals[nCounter + 3] = n3; | ||
| 3284 | mapNormals[nCounter + 4] = n3; | ||
| 3285 | mapNormals[nCounter + 5] = n3; | ||
| 3286 | nCounter += 6; | ||
| 3287 | |||
| 3288 | mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y }; | ||
| 3289 | mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height }; | ||
| 3290 | mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; | ||
| 3291 | mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y }; | ||
| 3292 | mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; | ||
| 3293 | mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y }; | ||
| 3294 | tcCounter += 6; | ||
| 3295 | |||
| 3296 | // Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8) | ||
| 3297 | mapVertices[vCounter] = v6; | ||
| 3298 | mapVertices[vCounter + 1] = v8; | ||
| 3299 | mapVertices[vCounter + 2] = v7; | ||
| 3300 | mapVertices[vCounter + 3] = v6; | ||
| 3301 | mapVertices[vCounter + 4] = v5; | ||
| 3302 | mapVertices[vCounter + 5] = v8; | ||
| 3303 | vCounter += 6; | ||
| 3304 | |||
| 3305 | mapNormals[nCounter] = n4; | ||
| 3306 | mapNormals[nCounter + 1] = n4; | ||
| 3307 | mapNormals[nCounter + 2] = n4; | ||
| 3308 | mapNormals[nCounter + 3] = n4; | ||
| 3309 | mapNormals[nCounter + 4] = n4; | ||
| 3310 | mapNormals[nCounter + 5] = n4; | ||
| 3311 | nCounter += 6; | ||
| 3312 | |||
| 3313 | mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; | ||
| 3314 | mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; | ||
| 3315 | mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height }; | ||
| 3316 | mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; | ||
| 3317 | mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y }; | ||
| 3318 | mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; | ||
| 3319 | tcCounter += 6; | ||
| 3320 | |||
| 3321 | // Checking cube on bottom of current cube | ||
| 3322 | if (((z < cubicmap.height - 1) && COLOR_EQUAL(pixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1)) | ||
| 3323 | { | ||
| 3324 | // Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8 | ||
| 3325 | // NOTE: Collateral occluded faces are not generated | ||
| 3326 | mapVertices[vCounter] = v2; | ||
| 3327 | mapVertices[vCounter + 1] = v7; | ||
| 3328 | mapVertices[vCounter + 2] = v3; | ||
| 3329 | mapVertices[vCounter + 3] = v3; | ||
| 3330 | mapVertices[vCounter + 4] = v7; | ||
| 3331 | mapVertices[vCounter + 5] = v8; | ||
| 3332 | vCounter += 6; | ||
| 3333 | |||
| 3334 | mapNormals[nCounter] = n6; | ||
| 3335 | mapNormals[nCounter + 1] = n6; | ||
| 3336 | mapNormals[nCounter + 2] = n6; | ||
| 3337 | mapNormals[nCounter + 3] = n6; | ||
| 3338 | mapNormals[nCounter + 4] = n6; | ||
| 3339 | mapNormals[nCounter + 5] = n6; | ||
| 3340 | nCounter += 6; | ||
| 3341 | |||
| 3342 | mapTexcoords[tcCounter] = (Vector2){ frontTexUV.x, frontTexUV.y }; | ||
| 3343 | mapTexcoords[tcCounter + 1] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height }; | ||
| 3344 | mapTexcoords[tcCounter + 2] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y }; | ||
| 3345 | mapTexcoords[tcCounter + 3] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y }; | ||
| 3346 | mapTexcoords[tcCounter + 4] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height }; | ||
| 3347 | mapTexcoords[tcCounter + 5] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y + frontTexUV.height }; | ||
| 3348 | tcCounter += 6; | ||
| 3349 | } | ||
| 3350 | |||
| 3351 | // Checking cube on top of current cube | ||
| 3352 | if (((z > 0) && COLOR_EQUAL(pixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0)) | ||
| 3353 | { | ||
| 3354 | // Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5 | ||
| 3355 | // NOTE: Collateral occluded faces are not generated | ||
| 3356 | mapVertices[vCounter] = v1; | ||
| 3357 | mapVertices[vCounter + 1] = v5; | ||
| 3358 | mapVertices[vCounter + 2] = v6; | ||
| 3359 | mapVertices[vCounter + 3] = v1; | ||
| 3360 | mapVertices[vCounter + 4] = v4; | ||
| 3361 | mapVertices[vCounter + 5] = v5; | ||
| 3362 | vCounter += 6; | ||
| 3363 | |||
| 3364 | mapNormals[nCounter] = n5; | ||
| 3365 | mapNormals[nCounter + 1] = n5; | ||
| 3366 | mapNormals[nCounter + 2] = n5; | ||
| 3367 | mapNormals[nCounter + 3] = n5; | ||
| 3368 | mapNormals[nCounter + 4] = n5; | ||
| 3369 | mapNormals[nCounter + 5] = n5; | ||
| 3370 | nCounter += 6; | ||
| 3371 | |||
| 3372 | mapTexcoords[tcCounter] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y }; | ||
| 3373 | mapTexcoords[tcCounter + 1] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height }; | ||
| 3374 | mapTexcoords[tcCounter + 2] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y + backTexUV.height }; | ||
| 3375 | mapTexcoords[tcCounter + 3] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y }; | ||
| 3376 | mapTexcoords[tcCounter + 4] = (Vector2){ backTexUV.x, backTexUV.y }; | ||
| 3377 | mapTexcoords[tcCounter + 5] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height }; | ||
| 3378 | tcCounter += 6; | ||
| 3379 | } | ||
| 3380 | |||
| 3381 | // Checking cube on right of current cube | ||
| 3382 | if (((x < cubicmap.width - 1) && COLOR_EQUAL(pixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1)) | ||
| 3383 | { | ||
| 3384 | // Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5 | ||
| 3385 | // NOTE: Collateral occluded faces are not generated | ||
| 3386 | mapVertices[vCounter] = v3; | ||
| 3387 | mapVertices[vCounter + 1] = v8; | ||
| 3388 | mapVertices[vCounter + 2] = v4; | ||
| 3389 | mapVertices[vCounter + 3] = v4; | ||
| 3390 | mapVertices[vCounter + 4] = v8; | ||
| 3391 | mapVertices[vCounter + 5] = v5; | ||
| 3392 | vCounter += 6; | ||
| 3393 | |||
| 3394 | mapNormals[nCounter] = n1; | ||
| 3395 | mapNormals[nCounter + 1] = n1; | ||
| 3396 | mapNormals[nCounter + 2] = n1; | ||
| 3397 | mapNormals[nCounter + 3] = n1; | ||
| 3398 | mapNormals[nCounter + 4] = n1; | ||
| 3399 | mapNormals[nCounter + 5] = n1; | ||
| 3400 | nCounter += 6; | ||
| 3401 | |||
| 3402 | mapTexcoords[tcCounter] = (Vector2){ rightTexUV.x, rightTexUV.y }; | ||
| 3403 | mapTexcoords[tcCounter + 1] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height }; | ||
| 3404 | mapTexcoords[tcCounter + 2] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y }; | ||
| 3405 | mapTexcoords[tcCounter + 3] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y }; | ||
| 3406 | mapTexcoords[tcCounter + 4] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height }; | ||
| 3407 | mapTexcoords[tcCounter + 5] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y + rightTexUV.height }; | ||
| 3408 | tcCounter += 6; | ||
| 3409 | } | ||
| 3410 | |||
| 3411 | // Checking cube on left of current cube | ||
| 3412 | if (((x > 0) && COLOR_EQUAL(pixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0)) | ||
| 3413 | { | ||
| 3414 | // Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7 | ||
| 3415 | // NOTE: Collateral occluded faces are not generated | ||
| 3416 | mapVertices[vCounter] = v1; | ||
| 3417 | mapVertices[vCounter + 1] = v7; | ||
| 3418 | mapVertices[vCounter + 2] = v2; | ||
| 3419 | mapVertices[vCounter + 3] = v1; | ||
| 3420 | mapVertices[vCounter + 4] = v6; | ||
| 3421 | mapVertices[vCounter + 5] = v7; | ||
| 3422 | vCounter += 6; | ||
| 3423 | |||
| 3424 | mapNormals[nCounter] = n2; | ||
| 3425 | mapNormals[nCounter + 1] = n2; | ||
| 3426 | mapNormals[nCounter + 2] = n2; | ||
| 3427 | mapNormals[nCounter + 3] = n2; | ||
| 3428 | mapNormals[nCounter + 4] = n2; | ||
| 3429 | mapNormals[nCounter + 5] = n2; | ||
| 3430 | nCounter += 6; | ||
| 3431 | |||
| 3432 | mapTexcoords[tcCounter] = (Vector2){ leftTexUV.x, leftTexUV.y }; | ||
| 3433 | mapTexcoords[tcCounter + 1] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height }; | ||
| 3434 | mapTexcoords[tcCounter + 2] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y }; | ||
| 3435 | mapTexcoords[tcCounter + 3] = (Vector2){ leftTexUV.x, leftTexUV.y }; | ||
| 3436 | mapTexcoords[tcCounter + 4] = (Vector2){ leftTexUV.x, leftTexUV.y + leftTexUV.height }; | ||
| 3437 | mapTexcoords[tcCounter + 5] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height }; | ||
| 3438 | tcCounter += 6; | ||
| 3439 | } | ||
| 3440 | } | ||
| 3441 | // We check pixel color to be BLACK, we will only draw floor and roof | ||
| 3442 | else if (COLOR_EQUAL(pixels[z*cubicmap.width + x], BLACK)) | ||
| 3443 | { | ||
| 3444 | // Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4) | ||
| 3445 | mapVertices[vCounter] = v1; | ||
| 3446 | mapVertices[vCounter + 1] = v3; | ||
| 3447 | mapVertices[vCounter + 2] = v2; | ||
| 3448 | mapVertices[vCounter + 3] = v1; | ||
| 3449 | mapVertices[vCounter + 4] = v4; | ||
| 3450 | mapVertices[vCounter + 5] = v3; | ||
| 3451 | vCounter += 6; | ||
| 3452 | |||
| 3453 | mapNormals[nCounter] = n4; | ||
| 3454 | mapNormals[nCounter + 1] = n4; | ||
| 3455 | mapNormals[nCounter + 2] = n4; | ||
| 3456 | mapNormals[nCounter + 3] = n4; | ||
| 3457 | mapNormals[nCounter + 4] = n4; | ||
| 3458 | mapNormals[nCounter + 5] = n4; | ||
| 3459 | nCounter += 6; | ||
| 3460 | |||
| 3461 | mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y }; | ||
| 3462 | mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; | ||
| 3463 | mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height }; | ||
| 3464 | mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y }; | ||
| 3465 | mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y }; | ||
| 3466 | mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height }; | ||
| 3467 | tcCounter += 6; | ||
| 3468 | |||
| 3469 | // Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8) | ||
| 3470 | mapVertices[vCounter] = v6; | ||
| 3471 | mapVertices[vCounter + 1] = v7; | ||
| 3472 | mapVertices[vCounter + 2] = v8; | ||
| 3473 | mapVertices[vCounter + 3] = v6; | ||
| 3474 | mapVertices[vCounter + 4] = v8; | ||
| 3475 | mapVertices[vCounter + 5] = v5; | ||
| 3476 | vCounter += 6; | ||
| 3477 | |||
| 3478 | mapNormals[nCounter] = n3; | ||
| 3479 | mapNormals[nCounter + 1] = n3; | ||
| 3480 | mapNormals[nCounter + 2] = n3; | ||
| 3481 | mapNormals[nCounter + 3] = n3; | ||
| 3482 | mapNormals[nCounter + 4] = n3; | ||
| 3483 | mapNormals[nCounter + 5] = n3; | ||
| 3484 | nCounter += 6; | ||
| 3485 | |||
| 3486 | mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; | ||
| 3487 | mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height }; | ||
| 3488 | mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; | ||
| 3489 | mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y }; | ||
| 3490 | mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height }; | ||
| 3491 | mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y }; | ||
| 3492 | tcCounter += 6; | ||
| 3493 | } | ||
| 3494 | } | ||
| 3495 | } | ||
| 3496 | |||
| 3497 | // Move data from mapVertices temp arrays to vertices float array | ||
| 3498 | mesh.vertexCount = vCounter; | ||
| 3499 | mesh.triangleCount = vCounter/3; | ||
| 3500 | |||
| 3501 | mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 3502 | mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float)); | ||
| 3503 | mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); | ||
| 3504 | mesh.colors = NULL; | ||
| 3505 | |||
| 3506 | int fCounter = 0; | ||
| 3507 | |||
| 3508 | // Move vertices data | ||
| 3509 | for (int i = 0; i < vCounter; i++) | ||
| 3510 | { | ||
| 3511 | mesh.vertices[fCounter] = mapVertices[i].x; | ||
| 3512 | mesh.vertices[fCounter + 1] = mapVertices[i].y; | ||
| 3513 | mesh.vertices[fCounter + 2] = mapVertices[i].z; | ||
| 3514 | fCounter += 3; | ||
| 3515 | } | ||
| 3516 | |||
| 3517 | fCounter = 0; | ||
| 3518 | |||
| 3519 | // Move normals data | ||
| 3520 | for (int i = 0; i < nCounter; i++) | ||
| 3521 | { | ||
| 3522 | mesh.normals[fCounter] = mapNormals[i].x; | ||
| 3523 | mesh.normals[fCounter + 1] = mapNormals[i].y; | ||
| 3524 | mesh.normals[fCounter + 2] = mapNormals[i].z; | ||
| 3525 | fCounter += 3; | ||
| 3526 | } | ||
| 3527 | |||
| 3528 | fCounter = 0; | ||
| 3529 | |||
| 3530 | // Move texcoords data | ||
| 3531 | for (int i = 0; i < tcCounter; i++) | ||
| 3532 | { | ||
| 3533 | mesh.texcoords[fCounter] = mapTexcoords[i].x; | ||
| 3534 | mesh.texcoords[fCounter + 1] = mapTexcoords[i].y; | ||
| 3535 | fCounter += 2; | ||
| 3536 | } | ||
| 3537 | |||
| 3538 | RL_FREE(mapVertices); | ||
| 3539 | RL_FREE(mapNormals); | ||
| 3540 | RL_FREE(mapTexcoords); | ||
| 3541 | |||
| 3542 | UnloadImageColors(pixels); // Unload pixels color data | ||
| 3543 | |||
| 3544 | // Upload vertex data to GPU (static mesh) | ||
| 3545 | UploadMesh(&mesh, false); | ||
| 3546 | |||
| 3547 | return mesh; | ||
| 3548 | } | ||
| 3549 | #endif // SUPPORT_MESH_GENERATION | ||
| 3550 | |||
| 3551 | // Compute mesh bounding box limits | ||
| 3552 | // NOTE: minVertex and maxVertex should be transformed by model transform matrix | ||
| 3553 | BoundingBox GetMeshBoundingBox(Mesh mesh) | ||
| 3554 | { | ||
| 3555 | // Get min and max vertex to construct bounds (AABB) | ||
| 3556 | Vector3 minVertex = { 0 }; | ||
| 3557 | Vector3 maxVertex = { 0 }; | ||
| 3558 | |||
| 3559 | if (mesh.vertices != NULL) | ||
| 3560 | { | ||
| 3561 | minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; | ||
| 3562 | maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; | ||
| 3563 | |||
| 3564 | for (int i = 1; i < mesh.vertexCount; i++) | ||
| 3565 | { | ||
| 3566 | minVertex = Vector3Min(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); | ||
| 3567 | maxVertex = Vector3Max(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); | ||
| 3568 | } | ||
| 3569 | } | ||
| 3570 | |||
| 3571 | // Create the bounding box | ||
| 3572 | BoundingBox box = { 0 }; | ||
| 3573 | box.min = minVertex; | ||
| 3574 | box.max = maxVertex; | ||
| 3575 | |||
| 3576 | return box; | ||
| 3577 | } | ||
| 3578 | |||
| 3579 | // Compute mesh tangents | ||
| 3580 | // NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates | ||
| 3581 | // Implementation based on: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html | ||
| 3582 | void GenMeshTangents(Mesh *mesh) | ||
| 3583 | { | ||
| 3584 | if ((mesh->vertices == NULL) || (mesh->texcoords == NULL)) | ||
| 3585 | { | ||
| 3586 | TRACELOG(LOG_WARNING, "MESH: Tangents generation requires texcoord vertex attribute data"); | ||
| 3587 | return; | ||
| 3588 | } | ||
| 3589 | |||
| 3590 | if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); | ||
| 3591 | else | ||
| 3592 | { | ||
| 3593 | RL_FREE(mesh->tangents); | ||
| 3594 | mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); | ||
| 3595 | } | ||
| 3596 | |||
| 3597 | Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); | ||
| 3598 | Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); | ||
| 3599 | |||
| 3600 | if (mesh->vertexCount % 3 != 0) | ||
| 3601 | { | ||
| 3602 | TRACELOG(LOG_WARNING, "MESH: vertexCount expected to be a multiple of 3. Expect uninitialized values."); | ||
| 3603 | } | ||
| 3604 | |||
| 3605 | for (int i = 0; i <= mesh->vertexCount - 3; i += 3) | ||
| 3606 | { | ||
| 3607 | // Get triangle vertices | ||
| 3608 | Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] }; | ||
| 3609 | Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] }; | ||
| 3610 | Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] }; | ||
| 3611 | |||
| 3612 | // Get triangle texcoords | ||
| 3613 | Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] }; | ||
| 3614 | Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] }; | ||
| 3615 | Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] }; | ||
| 3616 | |||
| 3617 | float x1 = v2.x - v1.x; | ||
| 3618 | float y1 = v2.y - v1.y; | ||
| 3619 | float z1 = v2.z - v1.z; | ||
| 3620 | float x2 = v3.x - v1.x; | ||
| 3621 | float y2 = v3.y - v1.y; | ||
| 3622 | float z2 = v3.z - v1.z; | ||
| 3623 | |||
| 3624 | float s1 = uv2.x - uv1.x; | ||
| 3625 | float t1 = uv2.y - uv1.y; | ||
| 3626 | float s2 = uv3.x - uv1.x; | ||
| 3627 | float t2 = uv3.y - uv1.y; | ||
| 3628 | |||
| 3629 | float div = s1*t2 - s2*t1; | ||
| 3630 | float r = (div == 0.0f)? 0.0f : 1.0f/div; | ||
| 3631 | |||
| 3632 | Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r }; | ||
| 3633 | Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r }; | ||
| 3634 | |||
| 3635 | tan1[i + 0] = sdir; | ||
| 3636 | tan1[i + 1] = sdir; | ||
| 3637 | tan1[i + 2] = sdir; | ||
| 3638 | |||
| 3639 | tan2[i + 0] = tdir; | ||
| 3640 | tan2[i + 1] = tdir; | ||
| 3641 | tan2[i + 2] = tdir; | ||
| 3642 | } | ||
| 3643 | |||
| 3644 | // Compute tangents considering normals | ||
| 3645 | for (int i = 0; i < mesh->vertexCount; i++) | ||
| 3646 | { | ||
| 3647 | Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] }; | ||
| 3648 | Vector3 tangent = tan1[i]; | ||
| 3649 | |||
| 3650 | // TODO: Review, not sure if tangent computation is right, just used reference proposed maths... | ||
| 3651 | #if defined(COMPUTE_TANGENTS_METHOD_01) | ||
| 3652 | Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent))); | ||
| 3653 | tmp = Vector3Normalize(tmp); | ||
| 3654 | mesh->tangents[i*4 + 0] = tmp.x; | ||
| 3655 | mesh->tangents[i*4 + 1] = tmp.y; | ||
| 3656 | mesh->tangents[i*4 + 2] = tmp.z; | ||
| 3657 | mesh->tangents[i*4 + 3] = 1.0f; | ||
| 3658 | #else | ||
| 3659 | Vector3OrthoNormalize(&normal, &tangent); | ||
| 3660 | mesh->tangents[i*4 + 0] = tangent.x; | ||
| 3661 | mesh->tangents[i*4 + 1] = tangent.y; | ||
| 3662 | mesh->tangents[i*4 + 2] = tangent.z; | ||
| 3663 | mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f)? -1.0f : 1.0f; | ||
| 3664 | #endif | ||
| 3665 | } | ||
| 3666 | |||
| 3667 | RL_FREE(tan1); | ||
| 3668 | RL_FREE(tan2); | ||
| 3669 | |||
| 3670 | if (mesh->vboId != NULL) | ||
| 3671 | { | ||
| 3672 | if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) | ||
| 3673 | { | ||
| 3674 | // Update existing vertex buffer | ||
| 3675 | rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); | ||
| 3676 | } | ||
| 3677 | else | ||
| 3678 | { | ||
| 3679 | // Load a new tangent attributes buffer | ||
| 3680 | mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false); | ||
| 3681 | } | ||
| 3682 | |||
| 3683 | rlEnableVertexArray(mesh->vaoId); | ||
| 3684 | rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0); | ||
| 3685 | rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); | ||
| 3686 | rlDisableVertexArray(); | ||
| 3687 | } | ||
| 3688 | |||
| 3689 | TRACELOG(LOG_INFO, "MESH: Tangents data computed and uploaded for provided mesh"); | ||
| 3690 | } | ||
| 3691 | |||
| 3692 | // Draw a model (with texture if set) | ||
| 3693 | void DrawModel(Model model, Vector3 position, float scale, Color tint) | ||
| 3694 | { | ||
| 3695 | Vector3 vScale = { scale, scale, scale }; | ||
| 3696 | Vector3 rotationAxis = { 0.0f, 1.0f, 0.0f }; | ||
| 3697 | |||
| 3698 | DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint); | ||
| 3699 | } | ||
| 3700 | |||
| 3701 | // Draw a model with extended parameters | ||
| 3702 | void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) | ||
| 3703 | { | ||
| 3704 | // Calculate transformation matrix from function parameters | ||
| 3705 | // Get transform matrix (rotation -> scale -> translation) | ||
| 3706 | Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); | ||
| 3707 | Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); | ||
| 3708 | Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); | ||
| 3709 | |||
| 3710 | Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); | ||
| 3711 | |||
| 3712 | // Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform) | ||
| 3713 | model.transform = MatrixMultiply(model.transform, matTransform); | ||
| 3714 | |||
| 3715 | for (int i = 0; i < model.meshCount; i++) | ||
| 3716 | { | ||
| 3717 | Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color; | ||
| 3718 | |||
| 3719 | Color colorTint = WHITE; | ||
| 3720 | colorTint.r = (unsigned char)(((int)color.r*(int)tint.r)/255); | ||
| 3721 | colorTint.g = (unsigned char)(((int)color.g*(int)tint.g)/255); | ||
| 3722 | colorTint.b = (unsigned char)(((int)color.b*(int)tint.b)/255); | ||
| 3723 | colorTint.a = (unsigned char)(((int)color.a*(int)tint.a)/255); | ||
| 3724 | |||
| 3725 | model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint; | ||
| 3726 | DrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform); | ||
| 3727 | model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = color; | ||
| 3728 | } | ||
| 3729 | } | ||
| 3730 | |||
| 3731 | // Draw a model wires (with texture if set) | ||
| 3732 | void DrawModelWires(Model model, Vector3 position, float scale, Color tint) | ||
| 3733 | { | ||
| 3734 | rlEnableWireMode(); | ||
| 3735 | |||
| 3736 | DrawModel(model, position, scale, tint); | ||
| 3737 | |||
| 3738 | rlDisableWireMode(); | ||
| 3739 | } | ||
| 3740 | |||
| 3741 | // Draw a model wires (with texture if set) with extended parameters | ||
| 3742 | void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) | ||
| 3743 | { | ||
| 3744 | rlEnableWireMode(); | ||
| 3745 | |||
| 3746 | DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint); | ||
| 3747 | |||
| 3748 | rlDisableWireMode(); | ||
| 3749 | } | ||
| 3750 | |||
| 3751 | // Draw a model points | ||
| 3752 | void DrawModelPoints(Model model, Vector3 position, float scale, Color tint) | ||
| 3753 | { | ||
| 3754 | rlEnablePointMode(); | ||
| 3755 | rlDisableBackfaceCulling(); | ||
| 3756 | |||
| 3757 | DrawModel(model, position, scale, tint); | ||
| 3758 | |||
| 3759 | rlEnableBackfaceCulling(); | ||
| 3760 | rlDisableWireMode(); | ||
| 3761 | } | ||
| 3762 | |||
| 3763 | // Draw a model points | ||
| 3764 | void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) | ||
| 3765 | { | ||
| 3766 | rlEnablePointMode(); | ||
| 3767 | rlDisableBackfaceCulling(); | ||
| 3768 | |||
| 3769 | DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint); | ||
| 3770 | |||
| 3771 | rlEnableBackfaceCulling(); | ||
| 3772 | rlDisableWireMode(); | ||
| 3773 | } | ||
| 3774 | |||
| 3775 | // Draw a billboard | ||
| 3776 | void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint) | ||
| 3777 | { | ||
| 3778 | Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height }; | ||
| 3779 | |||
| 3780 | DrawBillboardRec(camera, texture, source, position, (Vector2) { scale*fabsf((float)source.width/source.height), scale }, tint); | ||
| 3781 | } | ||
| 3782 | |||
| 3783 | // Draw a billboard (part of a texture defined by a rectangle) | ||
| 3784 | void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint) | ||
| 3785 | { | ||
| 3786 | // NOTE: Billboard locked on axis-Y | ||
| 3787 | Vector3 up = { 0.0f, 1.0f, 0.0f }; | ||
| 3788 | |||
| 3789 | DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint); | ||
| 3790 | } | ||
| 3791 | |||
| 3792 | // Draw a billboard with additional parameters | ||
| 3793 | void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) | ||
| 3794 | { | ||
| 3795 | // Compute the up vector and the right vector | ||
| 3796 | Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); | ||
| 3797 | Vector3 right = { matView.m0, matView.m4, matView.m8 }; | ||
| 3798 | right = Vector3Scale(right, size.x); | ||
| 3799 | up = Vector3Scale(up, size.y); | ||
| 3800 | |||
| 3801 | // Flip the content of the billboard while maintaining the counterclockwise edge rendering order | ||
| 3802 | if (size.x < 0.0f) | ||
| 3803 | { | ||
| 3804 | source.x += size.x; | ||
| 3805 | source.width *= -1.0; | ||
| 3806 | right = Vector3Negate(right); | ||
| 3807 | origin.x *= -1.0f; | ||
| 3808 | } | ||
| 3809 | if (size.y < 0.0f) | ||
| 3810 | { | ||
| 3811 | source.y += size.y; | ||
| 3812 | source.height *= -1.0; | ||
| 3813 | up = Vector3Negate(up); | ||
| 3814 | origin.y *= -1.0f; | ||
| 3815 | } | ||
| 3816 | |||
| 3817 | // Draw the texture region described by source on the following rectangle in 3D space: | ||
| 3818 | // | ||
| 3819 | // size.x <--. | ||
| 3820 | // 3 ^---------------------------+ 2 \ rotation | ||
| 3821 | // | | / | ||
| 3822 | // | | | ||
| 3823 | // | origin.x position | | ||
| 3824 | // up |.............. | size.y | ||
| 3825 | // | . | | ||
| 3826 | // | . origin.y | | ||
| 3827 | // | . | | ||
| 3828 | // 0 +---------------------------> 1 | ||
| 3829 | // right | ||
| 3830 | Vector3 forward; | ||
| 3831 | if (rotation != 0.0) forward = Vector3CrossProduct(right, up); | ||
| 3832 | |||
| 3833 | Vector3 origin3D = Vector3Add(Vector3Scale(Vector3Normalize(right), origin.x), Vector3Scale(Vector3Normalize(up), origin.y)); | ||
| 3834 | |||
| 3835 | Vector3 points[4]; | ||
| 3836 | points[0] = Vector3Zero(); | ||
| 3837 | points[1] = right; | ||
| 3838 | points[2] = Vector3Add(up, right); | ||
| 3839 | points[3] = up; | ||
| 3840 | |||
| 3841 | for (int i = 0; i < 4; i++) | ||
| 3842 | { | ||
| 3843 | points[i] = Vector3Subtract(points[i], origin3D); | ||
| 3844 | if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation * DEG2RAD); | ||
| 3845 | points[i] = Vector3Add(points[i], position); | ||
| 3846 | } | ||
| 3847 | |||
| 3848 | Vector2 texcoords[4]; | ||
| 3849 | texcoords[0] = (Vector2) { (float)source.x/texture.width, (float)(source.y + source.height)/texture.height }; | ||
| 3850 | texcoords[1] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height }; | ||
| 3851 | texcoords[2] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)source.y/texture.height }; | ||
| 3852 | texcoords[3] = (Vector2) { (float)source.x/texture.width, (float)source.y/texture.height }; | ||
| 3853 | |||
| 3854 | rlSetTexture(texture.id); | ||
| 3855 | rlBegin(RL_QUADS); | ||
| 3856 | |||
| 3857 | rlColor4ub(tint.r, tint.g, tint.b, tint.a); | ||
| 3858 | for (int i = 0; i < 4; i++) | ||
| 3859 | { | ||
| 3860 | rlTexCoord2f(texcoords[i].x, texcoords[i].y); | ||
| 3861 | rlVertex3f(points[i].x, points[i].y, points[i].z); | ||
| 3862 | } | ||
| 3863 | |||
| 3864 | rlEnd(); | ||
| 3865 | rlSetTexture(0); | ||
| 3866 | } | ||
| 3867 | |||
| 3868 | // Draw a bounding box with wires | ||
| 3869 | void DrawBoundingBox(BoundingBox box, Color color) | ||
| 3870 | { | ||
| 3871 | Vector3 size = { 0 }; | ||
| 3872 | |||
| 3873 | size.x = fabsf(box.max.x - box.min.x); | ||
| 3874 | size.y = fabsf(box.max.y - box.min.y); | ||
| 3875 | size.z = fabsf(box.max.z - box.min.z); | ||
| 3876 | |||
| 3877 | Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f }; | ||
| 3878 | |||
| 3879 | DrawCubeWires(center, size.x, size.y, size.z, color); | ||
| 3880 | } | ||
| 3881 | |||
| 3882 | // Check collision between two spheres | ||
| 3883 | bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2) | ||
| 3884 | { | ||
| 3885 | bool collision = false; | ||
| 3886 | |||
| 3887 | // Simple way to check for collision, just checking distance between two points | ||
| 3888 | // Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution | ||
| 3889 | /* | ||
| 3890 | float dx = center1.x - center2.x; // X distance between centers | ||
| 3891 | float dy = center1.y - center2.y; // Y distance between centers | ||
| 3892 | float dz = center1.z - center2.z; // Z distance between centers | ||
| 3893 | |||
| 3894 | float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers | ||
| 3895 | |||
| 3896 | if (distance <= (radius1 + radius2)) collision = true; | ||
| 3897 | */ | ||
| 3898 | |||
| 3899 | // Check for distances squared to avoid sqrtf() | ||
| 3900 | if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true; | ||
| 3901 | |||
| 3902 | return collision; | ||
| 3903 | } | ||
| 3904 | |||
| 3905 | // Check collision between two boxes | ||
| 3906 | // NOTE: Boxes are defined by two points minimum and maximum | ||
| 3907 | bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2) | ||
| 3908 | { | ||
| 3909 | bool collision = true; | ||
| 3910 | |||
| 3911 | if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x)) | ||
| 3912 | { | ||
| 3913 | if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false; | ||
| 3914 | if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false; | ||
| 3915 | } | ||
| 3916 | else collision = false; | ||
| 3917 | |||
| 3918 | return collision; | ||
| 3919 | } | ||
| 3920 | |||
| 3921 | // Check collision between box and sphere | ||
| 3922 | bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius) | ||
| 3923 | { | ||
| 3924 | bool collision = false; | ||
| 3925 | |||
| 3926 | float dmin = 0; | ||
| 3927 | |||
| 3928 | if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2); | ||
| 3929 | else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2); | ||
| 3930 | |||
| 3931 | if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2); | ||
| 3932 | else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2); | ||
| 3933 | |||
| 3934 | if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2); | ||
| 3935 | else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2); | ||
| 3936 | |||
| 3937 | if (dmin <= (radius*radius)) collision = true; | ||
| 3938 | |||
| 3939 | return collision; | ||
| 3940 | } | ||
| 3941 | |||
| 3942 | // Get collision info between ray and sphere | ||
| 3943 | RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius) | ||
| 3944 | { | ||
| 3945 | RayCollision collision = { 0 }; | ||
| 3946 | |||
| 3947 | Vector3 raySpherePos = Vector3Subtract(center, ray.position); | ||
| 3948 | float vector = Vector3DotProduct(raySpherePos, ray.direction); | ||
| 3949 | float distance = Vector3Length(raySpherePos); | ||
| 3950 | float d = radius*radius - (distance*distance - vector*vector); | ||
| 3951 | |||
| 3952 | collision.hit = d >= 0.0f; | ||
| 3953 | |||
| 3954 | // Check if ray origin is inside the sphere to calculate the correct collision point | ||
| 3955 | if (distance < radius) | ||
| 3956 | { | ||
| 3957 | collision.distance = vector + sqrtf(d); | ||
| 3958 | |||
| 3959 | // Calculate collision point | ||
| 3960 | collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); | ||
| 3961 | |||
| 3962 | // Calculate collision normal (pointing outwards) | ||
| 3963 | collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center))); | ||
| 3964 | } | ||
| 3965 | else | ||
| 3966 | { | ||
| 3967 | collision.distance = vector - sqrtf(d); | ||
| 3968 | |||
| 3969 | // Calculate collision point | ||
| 3970 | collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); | ||
| 3971 | |||
| 3972 | // Calculate collision normal (pointing inwards) | ||
| 3973 | collision.normal = Vector3Normalize(Vector3Subtract(collision.point, center)); | ||
| 3974 | } | ||
| 3975 | |||
| 3976 | return collision; | ||
| 3977 | } | ||
| 3978 | |||
| 3979 | // Get collision info between ray and box | ||
| 3980 | RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) | ||
| 3981 | { | ||
| 3982 | RayCollision collision = { 0 }; | ||
| 3983 | |||
| 3984 | // Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed) | ||
| 3985 | // Reversing ray.direction will give use the correct result | ||
| 3986 | bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) && | ||
| 3987 | (ray.position.y > box.min.y) && (ray.position.y < box.max.y) && | ||
| 3988 | (ray.position.z > box.min.z) && (ray.position.z < box.max.z); | ||
| 3989 | |||
| 3990 | if (insideBox) ray.direction = Vector3Negate(ray.direction); | ||
| 3991 | |||
| 3992 | float t[11] = { 0 }; | ||
| 3993 | |||
| 3994 | t[8] = 1.0f/ray.direction.x; | ||
| 3995 | t[9] = 1.0f/ray.direction.y; | ||
| 3996 | t[10] = 1.0f/ray.direction.z; | ||
| 3997 | |||
| 3998 | t[0] = (box.min.x - ray.position.x)*t[8]; | ||
| 3999 | t[1] = (box.max.x - ray.position.x)*t[8]; | ||
| 4000 | t[2] = (box.min.y - ray.position.y)*t[9]; | ||
| 4001 | t[3] = (box.max.y - ray.position.y)*t[9]; | ||
| 4002 | t[4] = (box.min.z - ray.position.z)*t[10]; | ||
| 4003 | t[5] = (box.max.z - ray.position.z)*t[10]; | ||
| 4004 | t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5])); | ||
| 4005 | t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5])); | ||
| 4006 | |||
| 4007 | collision.hit = !((t[7] < 0) || (t[6] > t[7])); | ||
| 4008 | collision.distance = t[6]; | ||
| 4009 | collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); | ||
| 4010 | |||
| 4011 | // Get box center point | ||
| 4012 | collision.normal = Vector3Lerp(box.min, box.max, 0.5f); | ||
| 4013 | // Get vector center point->hit point | ||
| 4014 | collision.normal = Vector3Subtract(collision.point, collision.normal); | ||
| 4015 | // Scale vector to unit cube | ||
| 4016 | // NOTE: We use an additional .01 to fix numerical errors | ||
| 4017 | collision.normal = Vector3Scale(collision.normal, 2.01f); | ||
| 4018 | collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min)); | ||
| 4019 | // The relevant elements of the vector are now slightly larger than 1.0f (or smaller than -1.0f) | ||
| 4020 | // and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal! | ||
| 4021 | collision.normal.x = (float)((int)collision.normal.x); | ||
| 4022 | collision.normal.y = (float)((int)collision.normal.y); | ||
| 4023 | collision.normal.z = (float)((int)collision.normal.z); | ||
| 4024 | |||
| 4025 | collision.normal = Vector3Normalize(collision.normal); | ||
| 4026 | |||
| 4027 | if (insideBox) | ||
| 4028 | { | ||
| 4029 | // Reset ray.direction | ||
| 4030 | ray.direction = Vector3Negate(ray.direction); | ||
| 4031 | // Fix result | ||
| 4032 | collision.distance *= -1.0f; | ||
| 4033 | collision.normal = Vector3Negate(collision.normal); | ||
| 4034 | } | ||
| 4035 | |||
| 4036 | return collision; | ||
| 4037 | } | ||
| 4038 | |||
| 4039 | // Get collision info between ray and mesh | ||
| 4040 | RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) | ||
| 4041 | { | ||
| 4042 | RayCollision collision = { 0 }; | ||
| 4043 | |||
| 4044 | // Check if mesh vertex data on CPU for testing | ||
| 4045 | if (mesh.vertices != NULL) | ||
| 4046 | { | ||
| 4047 | int triangleCount = mesh.triangleCount; | ||
| 4048 | |||
| 4049 | // Test against all triangles in mesh | ||
| 4050 | for (int i = 0; i < triangleCount; i++) | ||
| 4051 | { | ||
| 4052 | Vector3 a, b, c; | ||
| 4053 | Vector3* vertdata = (Vector3*)mesh.vertices; | ||
| 4054 | |||
| 4055 | if (mesh.indices) | ||
| 4056 | { | ||
| 4057 | a = vertdata[mesh.indices[i*3 + 0]]; | ||
| 4058 | b = vertdata[mesh.indices[i*3 + 1]]; | ||
| 4059 | c = vertdata[mesh.indices[i*3 + 2]]; | ||
| 4060 | } | ||
| 4061 | else | ||
| 4062 | { | ||
| 4063 | a = vertdata[i*3 + 0]; | ||
| 4064 | b = vertdata[i*3 + 1]; | ||
| 4065 | c = vertdata[i*3 + 2]; | ||
| 4066 | } | ||
| 4067 | |||
| 4068 | a = Vector3Transform(a, transform); | ||
| 4069 | b = Vector3Transform(b, transform); | ||
| 4070 | c = Vector3Transform(c, transform); | ||
| 4071 | |||
| 4072 | RayCollision triHitInfo = GetRayCollisionTriangle(ray, a, b, c); | ||
| 4073 | |||
| 4074 | if (triHitInfo.hit) | ||
| 4075 | { | ||
| 4076 | // Save the closest hit triangle | ||
| 4077 | if ((!collision.hit) || (collision.distance > triHitInfo.distance)) collision = triHitInfo; | ||
| 4078 | } | ||
| 4079 | } | ||
| 4080 | } | ||
| 4081 | |||
| 4082 | return collision; | ||
| 4083 | } | ||
| 4084 | |||
| 4085 | // Get collision info between ray and triangle | ||
| 4086 | // NOTE: The points are expected to be in counter-clockwise winding | ||
| 4087 | // NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm | ||
| 4088 | RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) | ||
| 4089 | { | ||
| 4090 | #define EPSILON 0.000001f // A small number | ||
| 4091 | |||
| 4092 | RayCollision collision = { 0 }; | ||
| 4093 | Vector3 edge1 = { 0 }; | ||
| 4094 | Vector3 edge2 = { 0 }; | ||
| 4095 | Vector3 p, q, tv; | ||
| 4096 | float det, invDet, u, v, t; | ||
| 4097 | |||
| 4098 | // Find vectors for two edges sharing V1 | ||
| 4099 | edge1 = Vector3Subtract(p2, p1); | ||
| 4100 | edge2 = Vector3Subtract(p3, p1); | ||
| 4101 | |||
| 4102 | // Begin calculating determinant - also used to calculate u parameter | ||
| 4103 | p = Vector3CrossProduct(ray.direction, edge2); | ||
| 4104 | |||
| 4105 | // If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle | ||
| 4106 | det = Vector3DotProduct(edge1, p); | ||
| 4107 | |||
| 4108 | // Avoid culling! | ||
| 4109 | if ((det > -EPSILON) && (det < EPSILON)) return collision; | ||
| 4110 | |||
| 4111 | invDet = 1.0f/det; | ||
| 4112 | |||
| 4113 | // Calculate distance from V1 to ray origin | ||
| 4114 | tv = Vector3Subtract(ray.position, p1); | ||
| 4115 | |||
| 4116 | // Calculate u parameter and test bound | ||
| 4117 | u = Vector3DotProduct(tv, p)*invDet; | ||
| 4118 | |||
| 4119 | // The intersection lies outside the triangle | ||
| 4120 | if ((u < 0.0f) || (u > 1.0f)) return collision; | ||
| 4121 | |||
| 4122 | // Prepare to test v parameter | ||
| 4123 | q = Vector3CrossProduct(tv, edge1); | ||
| 4124 | |||
| 4125 | // Calculate V parameter and test bound | ||
| 4126 | v = Vector3DotProduct(ray.direction, q)*invDet; | ||
| 4127 | |||
| 4128 | // The intersection lies outside the triangle | ||
| 4129 | if ((v < 0.0f) || ((u + v) > 1.0f)) return collision; | ||
| 4130 | |||
| 4131 | t = Vector3DotProduct(edge2, q)*invDet; | ||
| 4132 | |||
| 4133 | if (t > EPSILON) | ||
| 4134 | { | ||
| 4135 | // Ray hit, get hit point and normal | ||
| 4136 | collision.hit = true; | ||
| 4137 | collision.distance = t; | ||
| 4138 | collision.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2)); | ||
| 4139 | collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, t)); | ||
| 4140 | } | ||
| 4141 | |||
| 4142 | return collision; | ||
| 4143 | } | ||
| 4144 | |||
| 4145 | // Get collision info between ray and quad | ||
| 4146 | // NOTE: The points are expected to be in counter-clockwise winding | ||
| 4147 | RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) | ||
| 4148 | { | ||
| 4149 | RayCollision collision = { 0 }; | ||
| 4150 | |||
| 4151 | collision = GetRayCollisionTriangle(ray, p1, p2, p4); | ||
| 4152 | |||
| 4153 | if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4); | ||
| 4154 | |||
| 4155 | return collision; | ||
| 4156 | } | ||
| 4157 | |||
| 4158 | //---------------------------------------------------------------------------------- | ||
| 4159 | // Module specific Functions Definition | ||
| 4160 | //---------------------------------------------------------------------------------- | ||
| 4161 | #if defined(SUPPORT_FILEFORMAT_IQM) || defined(SUPPORT_FILEFORMAT_GLTF) | ||
| 4162 | // Build pose from parent joints | ||
| 4163 | // NOTE: Required for animations loading (required by IQM and GLTF) | ||
| 4164 | static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms) | ||
| 4165 | { | ||
| 4166 | for (int i = 0; i < boneCount; i++) | ||
| 4167 | { | ||
| 4168 | if (bones[i].parent >= 0) | ||
| 4169 | { | ||
| 4170 | if (bones[i].parent > i) | ||
| 4171 | { | ||
| 4172 | TRACELOG(LOG_WARNING, "Assumes bones are toplogically sorted, but bone %d has parent %d. Skipping.", i, bones[i].parent); | ||
| 4173 | continue; | ||
| 4174 | } | ||
| 4175 | transforms[i].rotation = QuaternionMultiply(transforms[bones[i].parent].rotation, transforms[i].rotation); | ||
| 4176 | transforms[i].translation = Vector3RotateByQuaternion(transforms[i].translation, transforms[bones[i].parent].rotation); | ||
| 4177 | transforms[i].translation = Vector3Add(transforms[i].translation, transforms[bones[i].parent].translation); | ||
| 4178 | transforms[i].scale = Vector3Multiply(transforms[i].scale, transforms[bones[i].parent].scale); | ||
| 4179 | } | ||
| 4180 | } | ||
| 4181 | } | ||
| 4182 | #endif | ||
| 4183 | |||
| 4184 | #if defined(SUPPORT_FILEFORMAT_OBJ) | ||
| 4185 | // Load OBJ mesh data | ||
| 4186 | // | ||
| 4187 | // Keep the following information in mind when reading this | ||
| 4188 | // - A mesh is created for every material present in the obj file | ||
| 4189 | // - the model.meshCount is therefore the materialCount returned from tinyobj | ||
| 4190 | // - the mesh is automatically triangulated by tinyobj | ||
| 4191 | static Model LoadOBJ(const char *fileName) | ||
| 4192 | { | ||
| 4193 | tinyobj_attrib_t objAttributes = { 0 }; | ||
| 4194 | tinyobj_shape_t* objShapes = NULL; | ||
| 4195 | unsigned int objShapeCount = 0; | ||
| 4196 | |||
| 4197 | tinyobj_material_t* objMaterials = NULL; | ||
| 4198 | unsigned int objMaterialCount = 0; | ||
| 4199 | |||
| 4200 | Model model = { 0 }; | ||
| 4201 | model.transform = MatrixIdentity(); | ||
| 4202 | |||
| 4203 | char* fileText = LoadFileText(fileName); | ||
| 4204 | |||
| 4205 | if (fileText == NULL) | ||
| 4206 | { | ||
| 4207 | TRACELOG(LOG_ERROR, "MODEL Unable to read obj file %s", fileName); | ||
| 4208 | return model; | ||
| 4209 | } | ||
| 4210 | |||
| 4211 | char currentDir[1024] = { 0 }; | ||
| 4212 | strcpy(currentDir, GetWorkingDirectory()); // Save current working directory | ||
| 4213 | const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness | ||
| 4214 | if (CHDIR(workingDir) != 0) | ||
| 4215 | { | ||
| 4216 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir); | ||
| 4217 | } | ||
| 4218 | |||
| 4219 | unsigned int dataSize = (unsigned int)strlen(fileText); | ||
| 4220 | |||
| 4221 | unsigned int flags = TINYOBJ_FLAG_TRIANGULATE; | ||
| 4222 | int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags); | ||
| 4223 | |||
| 4224 | if (ret != TINYOBJ_SUCCESS) | ||
| 4225 | { | ||
| 4226 | TRACELOG(LOG_ERROR, "MODEL Unable to read obj data %s", fileName); | ||
| 4227 | return model; | ||
| 4228 | } | ||
| 4229 | |||
| 4230 | UnloadFileText(fileText); | ||
| 4231 | |||
| 4232 | unsigned int faceVertIndex = 0; | ||
| 4233 | unsigned int nextShape = 1; | ||
| 4234 | int lastMaterial = -1; | ||
| 4235 | unsigned int meshIndex = 0; | ||
| 4236 | |||
| 4237 | // count meshes | ||
| 4238 | unsigned int nextShapeEnd = objAttributes.num_face_num_verts; | ||
| 4239 | |||
| 4240 | // see how many verts till the next shape | ||
| 4241 | |||
| 4242 | if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; | ||
| 4243 | |||
| 4244 | // walk all the faces | ||
| 4245 | for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) | ||
| 4246 | { | ||
| 4247 | if (faceId >= nextShapeEnd) | ||
| 4248 | { | ||
| 4249 | // try to find the last vert in the next shape | ||
| 4250 | nextShape++; | ||
| 4251 | if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; | ||
| 4252 | else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces | ||
| 4253 | meshIndex++; | ||
| 4254 | } | ||
| 4255 | else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) | ||
| 4256 | { | ||
| 4257 | meshIndex++;// if this is a new material, we need to allocate a new mesh | ||
| 4258 | } | ||
| 4259 | |||
| 4260 | lastMaterial = objAttributes.material_ids[faceId]; | ||
| 4261 | faceVertIndex += objAttributes.face_num_verts[faceId]; | ||
| 4262 | } | ||
| 4263 | |||
| 4264 | // allocate the base meshes and materials | ||
| 4265 | model.meshCount = meshIndex + 1; | ||
| 4266 | model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount); | ||
| 4267 | |||
| 4268 | if (objMaterialCount > 0) | ||
| 4269 | { | ||
| 4270 | model.materialCount = objMaterialCount; | ||
| 4271 | model.materials = (Material*)MemAlloc(sizeof(Material) * objMaterialCount); | ||
| 4272 | } | ||
| 4273 | else // we must allocate at least one material | ||
| 4274 | { | ||
| 4275 | model.materialCount = 1; | ||
| 4276 | model.materials = (Material*)MemAlloc(sizeof(Material) * 1); | ||
| 4277 | } | ||
| 4278 | |||
| 4279 | model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount); | ||
| 4280 | |||
| 4281 | // see how many verts are in each mesh | ||
| 4282 | unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount); | ||
| 4283 | |||
| 4284 | faceVertIndex = 0; | ||
| 4285 | nextShapeEnd = objAttributes.num_face_num_verts; | ||
| 4286 | lastMaterial = -1; | ||
| 4287 | meshIndex = 0; | ||
| 4288 | unsigned int localMeshVertexCount = 0; | ||
| 4289 | |||
| 4290 | nextShape = 1; | ||
| 4291 | if (objShapeCount > 1) | ||
| 4292 | nextShapeEnd = objShapes[nextShape].face_offset; | ||
| 4293 | |||
| 4294 | // walk all the faces | ||
| 4295 | for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) | ||
| 4296 | { | ||
| 4297 | bool newMesh = false; // do we need a new mesh? | ||
| 4298 | if (faceId >= nextShapeEnd) | ||
| 4299 | { | ||
| 4300 | // try to find the last vert in the next shape | ||
| 4301 | nextShape++; | ||
| 4302 | if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; | ||
| 4303 | else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces | ||
| 4304 | |||
| 4305 | newMesh = true; | ||
| 4306 | } | ||
| 4307 | else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) | ||
| 4308 | { | ||
| 4309 | newMesh = true; | ||
| 4310 | } | ||
| 4311 | |||
| 4312 | lastMaterial = objAttributes.material_ids[faceId]; | ||
| 4313 | |||
| 4314 | if (newMesh) | ||
| 4315 | { | ||
| 4316 | localMeshVertexCounts[meshIndex] = localMeshVertexCount; | ||
| 4317 | |||
| 4318 | localMeshVertexCount = 0; | ||
| 4319 | meshIndex++; | ||
| 4320 | } | ||
| 4321 | |||
| 4322 | faceVertIndex += objAttributes.face_num_verts[faceId]; | ||
| 4323 | localMeshVertexCount += objAttributes.face_num_verts[faceId]; | ||
| 4324 | } | ||
| 4325 | localMeshVertexCounts[meshIndex] = localMeshVertexCount; | ||
| 4326 | |||
| 4327 | for (int i = 0; i < model.meshCount; i++) | ||
| 4328 | { | ||
| 4329 | // allocate the buffers for each mesh | ||
| 4330 | unsigned int vertexCount = localMeshVertexCounts[i]; | ||
| 4331 | |||
| 4332 | model.meshes[i].vertexCount = vertexCount; | ||
| 4333 | model.meshes[i].triangleCount = vertexCount / 3; | ||
| 4334 | |||
| 4335 | model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3); | ||
| 4336 | model.meshes[i].normals = (float*)MemAlloc(sizeof(float) * vertexCount * 3); | ||
| 4337 | model.meshes[i].texcoords = (float*)MemAlloc(sizeof(float) * vertexCount * 2); | ||
| 4338 | model.meshes[i].colors = (unsigned char*)MemAlloc(sizeof(unsigned char) * vertexCount * 4); | ||
| 4339 | } | ||
| 4340 | |||
| 4341 | MemFree(localMeshVertexCounts); | ||
| 4342 | localMeshVertexCounts = NULL; | ||
| 4343 | |||
| 4344 | // fill meshes | ||
| 4345 | faceVertIndex = 0; | ||
| 4346 | |||
| 4347 | nextShapeEnd = objAttributes.num_face_num_verts; | ||
| 4348 | |||
| 4349 | // see how many verts till the next shape | ||
| 4350 | nextShape = 1; | ||
| 4351 | if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; | ||
| 4352 | lastMaterial = -1; | ||
| 4353 | meshIndex = 0; | ||
| 4354 | localMeshVertexCount = 0; | ||
| 4355 | |||
| 4356 | // walk all the faces | ||
| 4357 | for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) | ||
| 4358 | { | ||
| 4359 | bool newMesh = false; // do we need a new mesh? | ||
| 4360 | if (faceId >= nextShapeEnd) | ||
| 4361 | { | ||
| 4362 | // try to find the last vert in the next shape | ||
| 4363 | nextShape++; | ||
| 4364 | if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; | ||
| 4365 | else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces | ||
| 4366 | newMesh = true; | ||
| 4367 | } | ||
| 4368 | // if this is a new material, we need to allocate a new mesh | ||
| 4369 | if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true; | ||
| 4370 | lastMaterial = objAttributes.material_ids[faceId]; | ||
| 4371 | |||
| 4372 | if (newMesh) | ||
| 4373 | { | ||
| 4374 | localMeshVertexCount = 0; | ||
| 4375 | meshIndex++; | ||
| 4376 | } | ||
| 4377 | |||
| 4378 | int matId = 0; | ||
| 4379 | if (lastMaterial >= 0 && lastMaterial < (int)objMaterialCount) | ||
| 4380 | matId = lastMaterial; | ||
| 4381 | |||
| 4382 | model.meshMaterial[meshIndex] = matId; | ||
| 4383 | |||
| 4384 | for (int f = 0; f < objAttributes.face_num_verts[faceId]; f++) | ||
| 4385 | { | ||
| 4386 | int vertIndex = objAttributes.faces[faceVertIndex].v_idx; | ||
| 4387 | int normalIndex = objAttributes.faces[faceVertIndex].vn_idx; | ||
| 4388 | int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx; | ||
| 4389 | |||
| 4390 | for (int i = 0; i < 3; i++) | ||
| 4391 | model.meshes[meshIndex].vertices[localMeshVertexCount * 3 + i] = objAttributes.vertices[vertIndex * 3 + i]; | ||
| 4392 | |||
| 4393 | for (int i = 0; i < 3; i++) | ||
| 4394 | model.meshes[meshIndex].normals[localMeshVertexCount * 3 + i] = objAttributes.normals[normalIndex * 3 + i]; | ||
| 4395 | |||
| 4396 | for (int i = 0; i < 2; i++) | ||
| 4397 | model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + i] = objAttributes.texcoords[texcordIndex * 2 + i]; | ||
| 4398 | |||
| 4399 | model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1]; | ||
| 4400 | |||
| 4401 | for (int i = 0; i < 4; i++) | ||
| 4402 | model.meshes[meshIndex].colors[localMeshVertexCount * 4 + i] = 255; | ||
| 4403 | |||
| 4404 | faceVertIndex++; | ||
| 4405 | localMeshVertexCount++; | ||
| 4406 | } | ||
| 4407 | } | ||
| 4408 | |||
| 4409 | if (objMaterialCount > 0) ProcessMaterialsOBJ(model.materials, objMaterials, objMaterialCount); | ||
| 4410 | else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh | ||
| 4411 | |||
| 4412 | tinyobj_attrib_free(&objAttributes); | ||
| 4413 | tinyobj_shapes_free(objShapes, objShapeCount); | ||
| 4414 | tinyobj_materials_free(objMaterials, objMaterialCount); | ||
| 4415 | |||
| 4416 | for (int i = 0; i < model.meshCount; i++) | ||
| 4417 | UploadMesh(model.meshes + i, true); | ||
| 4418 | |||
| 4419 | // Restore current working directory | ||
| 4420 | if (CHDIR(currentDir) != 0) | ||
| 4421 | { | ||
| 4422 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir); | ||
| 4423 | } | ||
| 4424 | |||
| 4425 | return model; | ||
| 4426 | } | ||
| 4427 | #endif | ||
| 4428 | |||
| 4429 | #if defined(SUPPORT_FILEFORMAT_IQM) | ||
| 4430 | // Load IQM mesh data | ||
| 4431 | static Model LoadIQM(const char *fileName) | ||
| 4432 | { | ||
| 4433 | #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number | ||
| 4434 | #define IQM_VERSION 2 // only IQM version 2 supported | ||
| 4435 | |||
| 4436 | #define BONE_NAME_LENGTH 32 // BoneInfo name string length | ||
| 4437 | #define MESH_NAME_LENGTH 32 // Mesh name string length | ||
| 4438 | #define MATERIAL_NAME_LENGTH 32 // Material name string length | ||
| 4439 | |||
| 4440 | int dataSize = 0; | ||
| 4441 | unsigned char *fileData = LoadFileData(fileName, &dataSize); | ||
| 4442 | unsigned char *fileDataPtr = fileData; | ||
| 4443 | |||
| 4444 | // IQM file structs | ||
| 4445 | //----------------------------------------------------------------------------------- | ||
| 4446 | typedef struct IQMHeader { | ||
| 4447 | char magic[16]; | ||
| 4448 | unsigned int version; | ||
| 4449 | unsigned int dataSize; | ||
| 4450 | unsigned int flags; | ||
| 4451 | unsigned int num_text, ofs_text; | ||
| 4452 | unsigned int num_meshes, ofs_meshes; | ||
| 4453 | unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays; | ||
| 4454 | unsigned int num_triangles, ofs_triangles, ofs_adjacency; | ||
| 4455 | unsigned int num_joints, ofs_joints; | ||
| 4456 | unsigned int num_poses, ofs_poses; | ||
| 4457 | unsigned int num_anims, ofs_anims; | ||
| 4458 | unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds; | ||
| 4459 | unsigned int num_comment, ofs_comment; | ||
| 4460 | unsigned int num_extensions, ofs_extensions; | ||
| 4461 | } IQMHeader; | ||
| 4462 | |||
| 4463 | typedef struct IQMMesh { | ||
| 4464 | unsigned int name; | ||
| 4465 | unsigned int material; | ||
| 4466 | unsigned int first_vertex, num_vertexes; | ||
| 4467 | unsigned int first_triangle, num_triangles; | ||
| 4468 | } IQMMesh; | ||
| 4469 | |||
| 4470 | typedef struct IQMTriangle { | ||
| 4471 | unsigned int vertex[3]; | ||
| 4472 | } IQMTriangle; | ||
| 4473 | |||
| 4474 | typedef struct IQMJoint { | ||
| 4475 | unsigned int name; | ||
| 4476 | int parent; | ||
| 4477 | float translate[3], rotate[4], scale[3]; | ||
| 4478 | } IQMJoint; | ||
| 4479 | |||
| 4480 | typedef struct IQMVertexArray { | ||
| 4481 | unsigned int type; | ||
| 4482 | unsigned int flags; | ||
| 4483 | unsigned int format; | ||
| 4484 | unsigned int size; | ||
| 4485 | unsigned int offset; | ||
| 4486 | } IQMVertexArray; | ||
| 4487 | |||
| 4488 | // NOTE: Below IQM structures are not used but listed for reference | ||
| 4489 | /* | ||
| 4490 | typedef struct IQMAdjacency { | ||
| 4491 | unsigned int triangle[3]; | ||
| 4492 | } IQMAdjacency; | ||
| 4493 | |||
| 4494 | typedef struct IQMPose { | ||
| 4495 | int parent; | ||
| 4496 | unsigned int mask; | ||
| 4497 | float channeloffset[10]; | ||
| 4498 | float channelscale[10]; | ||
| 4499 | } IQMPose; | ||
| 4500 | |||
| 4501 | typedef struct IQMAnim { | ||
| 4502 | unsigned int name; | ||
| 4503 | unsigned int first_frame, num_frames; | ||
| 4504 | float framerate; | ||
| 4505 | unsigned int flags; | ||
| 4506 | } IQMAnim; | ||
| 4507 | |||
| 4508 | typedef struct IQMBounds { | ||
| 4509 | float bbmin[3], bbmax[3]; | ||
| 4510 | float xyradius, radius; | ||
| 4511 | } IQMBounds; | ||
| 4512 | */ | ||
| 4513 | //----------------------------------------------------------------------------------- | ||
| 4514 | |||
| 4515 | // IQM vertex data types | ||
| 4516 | enum { | ||
| 4517 | IQM_POSITION = 0, | ||
| 4518 | IQM_TEXCOORD = 1, | ||
| 4519 | IQM_NORMAL = 2, | ||
| 4520 | IQM_TANGENT = 3, // NOTE: Tangents unused by default | ||
| 4521 | IQM_BLENDINDEXES = 4, | ||
| 4522 | IQM_BLENDWEIGHTS = 5, | ||
| 4523 | IQM_COLOR = 6, | ||
| 4524 | IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default | ||
| 4525 | }; | ||
| 4526 | |||
| 4527 | Model model = { 0 }; | ||
| 4528 | |||
| 4529 | IQMMesh *imesh = NULL; | ||
| 4530 | IQMTriangle *tri = NULL; | ||
| 4531 | IQMVertexArray *va = NULL; | ||
| 4532 | IQMJoint *ijoint = NULL; | ||
| 4533 | |||
| 4534 | float *vertex = NULL; | ||
| 4535 | float *normal = NULL; | ||
| 4536 | float *text = NULL; | ||
| 4537 | char *blendi = NULL; | ||
| 4538 | unsigned char *blendw = NULL; | ||
| 4539 | unsigned char *color = NULL; | ||
| 4540 | |||
| 4541 | // In case file can not be read, return an empty model | ||
| 4542 | if (fileDataPtr == NULL) return model; | ||
| 4543 | |||
| 4544 | const char *basePath = GetDirectoryPath(fileName); | ||
| 4545 | |||
| 4546 | // Read IQM header | ||
| 4547 | IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr; | ||
| 4548 | |||
| 4549 | if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0) | ||
| 4550 | { | ||
| 4551 | TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); | ||
| 4552 | return model; | ||
| 4553 | } | ||
| 4554 | |||
| 4555 | if (iqmHeader->version != IQM_VERSION) | ||
| 4556 | { | ||
| 4557 | TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version); | ||
| 4558 | return model; | ||
| 4559 | } | ||
| 4560 | |||
| 4561 | //fileDataPtr += sizeof(IQMHeader); // Move file data pointer | ||
| 4562 | |||
| 4563 | // Meshes data processing | ||
| 4564 | imesh = RL_MALLOC(iqmHeader->num_meshes*sizeof(IQMMesh)); | ||
| 4565 | //fseek(iqmFile, iqmHeader->ofs_meshes, SEEK_SET); | ||
| 4566 | //fread(imesh, sizeof(IQMMesh)*iqmHeader->num_meshes, 1, iqmFile); | ||
| 4567 | memcpy(imesh, fileDataPtr + iqmHeader->ofs_meshes, iqmHeader->num_meshes*sizeof(IQMMesh)); | ||
| 4568 | |||
| 4569 | model.meshCount = iqmHeader->num_meshes; | ||
| 4570 | model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh)); | ||
| 4571 | |||
| 4572 | model.materialCount = model.meshCount; | ||
| 4573 | model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); | ||
| 4574 | model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); | ||
| 4575 | |||
| 4576 | char name[MESH_NAME_LENGTH] = { 0 }; | ||
| 4577 | char material[MATERIAL_NAME_LENGTH] = { 0 }; | ||
| 4578 | |||
| 4579 | for (int i = 0; i < model.meshCount; i++) | ||
| 4580 | { | ||
| 4581 | //fseek(iqmFile, iqmHeader->ofs_text + imesh[i].name, SEEK_SET); | ||
| 4582 | //fread(name, sizeof(char), MESH_NAME_LENGTH, iqmFile); | ||
| 4583 | memcpy(name, fileDataPtr + iqmHeader->ofs_text + imesh[i].name, MESH_NAME_LENGTH*sizeof(char)); | ||
| 4584 | |||
| 4585 | //fseek(iqmFile, iqmHeader->ofs_text + imesh[i].material, SEEK_SET); | ||
| 4586 | //fread(material, sizeof(char), MATERIAL_NAME_LENGTH, iqmFile); | ||
| 4587 | memcpy(material, fileDataPtr + iqmHeader->ofs_text + imesh[i].material, MATERIAL_NAME_LENGTH*sizeof(char)); | ||
| 4588 | |||
| 4589 | model.materials[i] = LoadMaterialDefault(); | ||
| 4590 | model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture(TextFormat("%s/%s", basePath, material)); | ||
| 4591 | |||
| 4592 | model.meshMaterial[i] = i; | ||
| 4593 | |||
| 4594 | TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material); | ||
| 4595 | |||
| 4596 | model.meshes[i].vertexCount = imesh[i].num_vertexes; | ||
| 4597 | |||
| 4598 | model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions | ||
| 4599 | model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals | ||
| 4600 | model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords | ||
| 4601 | |||
| 4602 | model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(unsigned char)); // Up-to 4 bones supported! | ||
| 4603 | model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported! | ||
| 4604 | |||
| 4605 | model.meshes[i].triangleCount = imesh[i].num_triangles; | ||
| 4606 | model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short)); | ||
| 4607 | |||
| 4608 | // Animated vertex data, what we actually process for rendering | ||
| 4609 | // NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning) | ||
| 4610 | model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); | ||
| 4611 | model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); | ||
| 4612 | } | ||
| 4613 | |||
| 4614 | // Triangles data processing | ||
| 4615 | tri = RL_MALLOC(iqmHeader->num_triangles*sizeof(IQMTriangle)); | ||
| 4616 | //fseek(iqmFile, iqmHeader->ofs_triangles, SEEK_SET); | ||
| 4617 | //fread(tri, sizeof(IQMTriangle), iqmHeader->num_triangles, iqmFile); | ||
| 4618 | memcpy(tri, fileDataPtr + iqmHeader->ofs_triangles, iqmHeader->num_triangles*sizeof(IQMTriangle)); | ||
| 4619 | |||
| 4620 | for (int m = 0; m < model.meshCount; m++) | ||
| 4621 | { | ||
| 4622 | int tcounter = 0; | ||
| 4623 | |||
| 4624 | for (unsigned int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++) | ||
| 4625 | { | ||
| 4626 | // IQM triangles indexes are stored in counter-clockwise, but raylib processes the index in linear order, | ||
| 4627 | // expecting they point to the counter-clockwise vertex triangle, so we need to reverse triangle indexes | ||
| 4628 | // NOTE: raylib renders vertex data in counter-clockwise order (standard convention) by default | ||
| 4629 | model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex; | ||
| 4630 | model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex; | ||
| 4631 | model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex; | ||
| 4632 | tcounter += 3; | ||
| 4633 | } | ||
| 4634 | } | ||
| 4635 | |||
| 4636 | // Vertex arrays data processing | ||
| 4637 | va = RL_MALLOC(iqmHeader->num_vertexarrays*sizeof(IQMVertexArray)); | ||
| 4638 | //fseek(iqmFile, iqmHeader->ofs_vertexarrays, SEEK_SET); | ||
| 4639 | //fread(va, sizeof(IQMVertexArray), iqmHeader->num_vertexarrays, iqmFile); | ||
| 4640 | memcpy(va, fileDataPtr + iqmHeader->ofs_vertexarrays, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray)); | ||
| 4641 | |||
| 4642 | for (unsigned int i = 0; i < iqmHeader->num_vertexarrays; i++) | ||
| 4643 | { | ||
| 4644 | switch (va[i].type) | ||
| 4645 | { | ||
| 4646 | case IQM_POSITION: | ||
| 4647 | { | ||
| 4648 | vertex = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float)); | ||
| 4649 | //fseek(iqmFile, va[i].offset, SEEK_SET); | ||
| 4650 | //fread(vertex, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile); | ||
| 4651 | memcpy(vertex, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float)); | ||
| 4652 | |||
| 4653 | for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) | ||
| 4654 | { | ||
| 4655 | int vCounter = 0; | ||
| 4656 | for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) | ||
| 4657 | { | ||
| 4658 | model.meshes[m].vertices[vCounter] = vertex[i]; | ||
| 4659 | model.meshes[m].animVertices[vCounter] = vertex[i]; | ||
| 4660 | vCounter++; | ||
| 4661 | } | ||
| 4662 | } | ||
| 4663 | } break; | ||
| 4664 | case IQM_NORMAL: | ||
| 4665 | { | ||
| 4666 | normal = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float)); | ||
| 4667 | //fseek(iqmFile, va[i].offset, SEEK_SET); | ||
| 4668 | //fread(normal, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile); | ||
| 4669 | memcpy(normal, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float)); | ||
| 4670 | |||
| 4671 | for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) | ||
| 4672 | { | ||
| 4673 | int vCounter = 0; | ||
| 4674 | for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) | ||
| 4675 | { | ||
| 4676 | model.meshes[m].normals[vCounter] = normal[i]; | ||
| 4677 | model.meshes[m].animNormals[vCounter] = normal[i]; | ||
| 4678 | vCounter++; | ||
| 4679 | } | ||
| 4680 | } | ||
| 4681 | } break; | ||
| 4682 | case IQM_TEXCOORD: | ||
| 4683 | { | ||
| 4684 | text = RL_MALLOC(iqmHeader->num_vertexes*2*sizeof(float)); | ||
| 4685 | //fseek(iqmFile, va[i].offset, SEEK_SET); | ||
| 4686 | //fread(text, iqmHeader->num_vertexes*2*sizeof(float), 1, iqmFile); | ||
| 4687 | memcpy(text, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*2*sizeof(float)); | ||
| 4688 | |||
| 4689 | for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) | ||
| 4690 | { | ||
| 4691 | int vCounter = 0; | ||
| 4692 | for (unsigned int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++) | ||
| 4693 | { | ||
| 4694 | model.meshes[m].texcoords[vCounter] = text[i]; | ||
| 4695 | vCounter++; | ||
| 4696 | } | ||
| 4697 | } | ||
| 4698 | } break; | ||
| 4699 | case IQM_BLENDINDEXES: | ||
| 4700 | { | ||
| 4701 | blendi = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(char)); | ||
| 4702 | //fseek(iqmFile, va[i].offset, SEEK_SET); | ||
| 4703 | //fread(blendi, iqmHeader->num_vertexes*4*sizeof(char), 1, iqmFile); | ||
| 4704 | memcpy(blendi, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(char)); | ||
| 4705 | |||
| 4706 | for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) | ||
| 4707 | { | ||
| 4708 | int boneCounter = 0; | ||
| 4709 | for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) | ||
| 4710 | { | ||
| 4711 | model.meshes[m].boneIds[boneCounter] = blendi[i]; | ||
| 4712 | boneCounter++; | ||
| 4713 | } | ||
| 4714 | } | ||
| 4715 | } break; | ||
| 4716 | case IQM_BLENDWEIGHTS: | ||
| 4717 | { | ||
| 4718 | blendw = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char)); | ||
| 4719 | //fseek(iqmFile, va[i].offset, SEEK_SET); | ||
| 4720 | //fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile); | ||
| 4721 | memcpy(blendw, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char)); | ||
| 4722 | |||
| 4723 | for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) | ||
| 4724 | { | ||
| 4725 | int boneCounter = 0; | ||
| 4726 | for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) | ||
| 4727 | { | ||
| 4728 | model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f; | ||
| 4729 | boneCounter++; | ||
| 4730 | } | ||
| 4731 | } | ||
| 4732 | } break; | ||
| 4733 | case IQM_COLOR: | ||
| 4734 | { | ||
| 4735 | color = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char)); | ||
| 4736 | //fseek(iqmFile, va[i].offset, SEEK_SET); | ||
| 4737 | //fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile); | ||
| 4738 | memcpy(color, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char)); | ||
| 4739 | |||
| 4740 | for (unsigned int m = 0; m < iqmHeader->num_meshes; m++) | ||
| 4741 | { | ||
| 4742 | model.meshes[m].colors = RL_CALLOC(model.meshes[m].vertexCount*4, sizeof(unsigned char)); | ||
| 4743 | |||
| 4744 | int vCounter = 0; | ||
| 4745 | for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) | ||
| 4746 | { | ||
| 4747 | model.meshes[m].colors[vCounter] = color[i]; | ||
| 4748 | vCounter++; | ||
| 4749 | } | ||
| 4750 | } | ||
| 4751 | } break; | ||
| 4752 | } | ||
| 4753 | } | ||
| 4754 | |||
| 4755 | // Bones (joints) data processing | ||
| 4756 | ijoint = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint)); | ||
| 4757 | //fseek(iqmFile, iqmHeader->ofs_joints, SEEK_SET); | ||
| 4758 | //fread(ijoint, sizeof(IQMJoint), iqmHeader->num_joints, iqmFile); | ||
| 4759 | memcpy(ijoint, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint)); | ||
| 4760 | |||
| 4761 | model.boneCount = iqmHeader->num_joints; | ||
| 4762 | model.bones = RL_MALLOC(iqmHeader->num_joints*sizeof(BoneInfo)); | ||
| 4763 | model.bindPose = RL_MALLOC(iqmHeader->num_joints*sizeof(Transform)); | ||
| 4764 | |||
| 4765 | for (unsigned int i = 0; i < iqmHeader->num_joints; i++) | ||
| 4766 | { | ||
| 4767 | // Bones | ||
| 4768 | model.bones[i].parent = ijoint[i].parent; | ||
| 4769 | //fseek(iqmFile, iqmHeader->ofs_text + ijoint[i].name, SEEK_SET); | ||
| 4770 | //fread(model.bones[i].name, sizeof(char), BONE_NAME_LENGTH, iqmFile); | ||
| 4771 | memcpy(model.bones[i].name, fileDataPtr + iqmHeader->ofs_text + ijoint[i].name, BONE_NAME_LENGTH*sizeof(char)); | ||
| 4772 | |||
| 4773 | // Bind pose (base pose) | ||
| 4774 | model.bindPose[i].translation.x = ijoint[i].translate[0]; | ||
| 4775 | model.bindPose[i].translation.y = ijoint[i].translate[1]; | ||
| 4776 | model.bindPose[i].translation.z = ijoint[i].translate[2]; | ||
| 4777 | |||
| 4778 | model.bindPose[i].rotation.x = ijoint[i].rotate[0]; | ||
| 4779 | model.bindPose[i].rotation.y = ijoint[i].rotate[1]; | ||
| 4780 | model.bindPose[i].rotation.z = ijoint[i].rotate[2]; | ||
| 4781 | model.bindPose[i].rotation.w = ijoint[i].rotate[3]; | ||
| 4782 | |||
| 4783 | model.bindPose[i].scale.x = ijoint[i].scale[0]; | ||
| 4784 | model.bindPose[i].scale.y = ijoint[i].scale[1]; | ||
| 4785 | model.bindPose[i].scale.z = ijoint[i].scale[2]; | ||
| 4786 | } | ||
| 4787 | |||
| 4788 | BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); | ||
| 4789 | |||
| 4790 | for (int i = 0; i < model.meshCount; i++) | ||
| 4791 | { | ||
| 4792 | model.meshes[i].boneCount = model.boneCount; | ||
| 4793 | model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix)); | ||
| 4794 | |||
| 4795 | for (int j = 0; j < model.meshes[i].boneCount; j++) | ||
| 4796 | { | ||
| 4797 | model.meshes[i].boneMatrices[j] = MatrixIdentity(); | ||
| 4798 | } | ||
| 4799 | } | ||
| 4800 | |||
| 4801 | UnloadFileData(fileData); | ||
| 4802 | |||
| 4803 | RL_FREE(imesh); | ||
| 4804 | RL_FREE(tri); | ||
| 4805 | RL_FREE(va); | ||
| 4806 | RL_FREE(vertex); | ||
| 4807 | RL_FREE(normal); | ||
| 4808 | RL_FREE(text); | ||
| 4809 | RL_FREE(blendi); | ||
| 4810 | RL_FREE(blendw); | ||
| 4811 | RL_FREE(ijoint); | ||
| 4812 | RL_FREE(color); | ||
| 4813 | |||
| 4814 | return model; | ||
| 4815 | } | ||
| 4816 | |||
| 4817 | // Load IQM animation data | ||
| 4818 | static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCount) | ||
| 4819 | { | ||
| 4820 | #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number | ||
| 4821 | #define IQM_VERSION 2 // only IQM version 2 supported | ||
| 4822 | |||
| 4823 | int dataSize = 0; | ||
| 4824 | unsigned char *fileData = LoadFileData(fileName, &dataSize); | ||
| 4825 | unsigned char *fileDataPtr = fileData; | ||
| 4826 | |||
| 4827 | typedef struct IQMHeader { | ||
| 4828 | char magic[16]; | ||
| 4829 | unsigned int version; | ||
| 4830 | unsigned int dataSize; | ||
| 4831 | unsigned int flags; | ||
| 4832 | unsigned int num_text, ofs_text; | ||
| 4833 | unsigned int num_meshes, ofs_meshes; | ||
| 4834 | unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays; | ||
| 4835 | unsigned int num_triangles, ofs_triangles, ofs_adjacency; | ||
| 4836 | unsigned int num_joints, ofs_joints; | ||
| 4837 | unsigned int num_poses, ofs_poses; | ||
| 4838 | unsigned int num_anims, ofs_anims; | ||
| 4839 | unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds; | ||
| 4840 | unsigned int num_comment, ofs_comment; | ||
| 4841 | unsigned int num_extensions, ofs_extensions; | ||
| 4842 | } IQMHeader; | ||
| 4843 | |||
| 4844 | typedef struct IQMJoint { | ||
| 4845 | unsigned int name; | ||
| 4846 | int parent; | ||
| 4847 | float translate[3], rotate[4], scale[3]; | ||
| 4848 | } IQMJoint; | ||
| 4849 | |||
| 4850 | typedef struct IQMPose { | ||
| 4851 | int parent; | ||
| 4852 | unsigned int mask; | ||
| 4853 | float channeloffset[10]; | ||
| 4854 | float channelscale[10]; | ||
| 4855 | } IQMPose; | ||
| 4856 | |||
| 4857 | typedef struct IQMAnim { | ||
| 4858 | unsigned int name; | ||
| 4859 | unsigned int first_frame, num_frames; | ||
| 4860 | float framerate; | ||
| 4861 | unsigned int flags; | ||
| 4862 | } IQMAnim; | ||
| 4863 | |||
| 4864 | // In case file can not be read, return an empty model | ||
| 4865 | if (fileDataPtr == NULL) return NULL; | ||
| 4866 | |||
| 4867 | // Read IQM header | ||
| 4868 | IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr; | ||
| 4869 | |||
| 4870 | if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0) | ||
| 4871 | { | ||
| 4872 | TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); | ||
| 4873 | return NULL; | ||
| 4874 | } | ||
| 4875 | |||
| 4876 | if (iqmHeader->version != IQM_VERSION) | ||
| 4877 | { | ||
| 4878 | TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version); | ||
| 4879 | return NULL; | ||
| 4880 | } | ||
| 4881 | |||
| 4882 | // Get bones data | ||
| 4883 | IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose)); | ||
| 4884 | //fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET); | ||
| 4885 | //fread(poses, sizeof(IQMPose), iqmHeader->num_poses, iqmFile); | ||
| 4886 | memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose)); | ||
| 4887 | |||
| 4888 | // Get animations data | ||
| 4889 | *animCount = iqmHeader->num_anims; | ||
| 4890 | IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim)); | ||
| 4891 | //fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET); | ||
| 4892 | //fread(anim, sizeof(IQMAnim), iqmHeader->num_anims, iqmFile); | ||
| 4893 | memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim)); | ||
| 4894 | |||
| 4895 | ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation)); | ||
| 4896 | |||
| 4897 | // frameposes | ||
| 4898 | unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short)); | ||
| 4899 | //fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET); | ||
| 4900 | //fread(framedata, sizeof(unsigned short), iqmHeader->num_frames*iqmHeader->num_framechannels, iqmFile); | ||
| 4901 | memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short)); | ||
| 4902 | |||
| 4903 | // joints | ||
| 4904 | IQMJoint *joints = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint)); | ||
| 4905 | memcpy(joints, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint)); | ||
| 4906 | |||
| 4907 | for (unsigned int a = 0; a < iqmHeader->num_anims; a++) | ||
| 4908 | { | ||
| 4909 | animations[a].frameCount = anim[a].num_frames; | ||
| 4910 | animations[a].boneCount = iqmHeader->num_poses; | ||
| 4911 | animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo)); | ||
| 4912 | animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *)); | ||
| 4913 | memcpy(animations[a].name, fileDataPtr + iqmHeader->ofs_text + anim[a].name, 32); // I don't like this 32 here | ||
| 4914 | TraceLog(LOG_INFO, "IQM Anim %s", animations[a].name); | ||
| 4915 | // animations[a].framerate = anim.framerate; // TODO: Use animation framerate data? | ||
| 4916 | |||
| 4917 | for (unsigned int j = 0; j < iqmHeader->num_poses; j++) | ||
| 4918 | { | ||
| 4919 | // If animations and skeleton are in the same file, copy bone names to anim | ||
| 4920 | if (iqmHeader->num_joints > 0) | ||
| 4921 | memcpy(animations[a].bones[j].name, fileDataPtr + iqmHeader->ofs_text + joints[j].name, BONE_NAME_LENGTH*sizeof(char)); | ||
| 4922 | else | ||
| 4923 | strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); // default bone name otherwise | ||
| 4924 | animations[a].bones[j].parent = poses[j].parent; | ||
| 4925 | } | ||
| 4926 | |||
| 4927 | for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform)); | ||
| 4928 | |||
| 4929 | int dcounter = anim[a].first_frame*iqmHeader->num_framechannels; | ||
| 4930 | |||
| 4931 | for (unsigned int frame = 0; frame < anim[a].num_frames; frame++) | ||
| 4932 | { | ||
| 4933 | for (unsigned int i = 0; i < iqmHeader->num_poses; i++) | ||
| 4934 | { | ||
| 4935 | animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0]; | ||
| 4936 | |||
| 4937 | if (poses[i].mask & 0x01) | ||
| 4938 | { | ||
| 4939 | animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0]; | ||
| 4940 | dcounter++; | ||
| 4941 | } | ||
| 4942 | |||
| 4943 | animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1]; | ||
| 4944 | |||
| 4945 | if (poses[i].mask & 0x02) | ||
| 4946 | { | ||
| 4947 | animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1]; | ||
| 4948 | dcounter++; | ||
| 4949 | } | ||
| 4950 | |||
| 4951 | animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2]; | ||
| 4952 | |||
| 4953 | if (poses[i].mask & 0x04) | ||
| 4954 | { | ||
| 4955 | animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2]; | ||
| 4956 | dcounter++; | ||
| 4957 | } | ||
| 4958 | |||
| 4959 | animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3]; | ||
| 4960 | |||
| 4961 | if (poses[i].mask & 0x08) | ||
| 4962 | { | ||
| 4963 | animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3]; | ||
| 4964 | dcounter++; | ||
| 4965 | } | ||
| 4966 | |||
| 4967 | animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4]; | ||
| 4968 | |||
| 4969 | if (poses[i].mask & 0x10) | ||
| 4970 | { | ||
| 4971 | animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4]; | ||
| 4972 | dcounter++; | ||
| 4973 | } | ||
| 4974 | |||
| 4975 | animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5]; | ||
| 4976 | |||
| 4977 | if (poses[i].mask & 0x20) | ||
| 4978 | { | ||
| 4979 | animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5]; | ||
| 4980 | dcounter++; | ||
| 4981 | } | ||
| 4982 | |||
| 4983 | animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6]; | ||
| 4984 | |||
| 4985 | if (poses[i].mask & 0x40) | ||
| 4986 | { | ||
| 4987 | animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6]; | ||
| 4988 | dcounter++; | ||
| 4989 | } | ||
| 4990 | |||
| 4991 | animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7]; | ||
| 4992 | |||
| 4993 | if (poses[i].mask & 0x80) | ||
| 4994 | { | ||
| 4995 | animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7]; | ||
| 4996 | dcounter++; | ||
| 4997 | } | ||
| 4998 | |||
| 4999 | animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8]; | ||
| 5000 | |||
| 5001 | if (poses[i].mask & 0x100) | ||
| 5002 | { | ||
| 5003 | animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8]; | ||
| 5004 | dcounter++; | ||
| 5005 | } | ||
| 5006 | |||
| 5007 | animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9]; | ||
| 5008 | |||
| 5009 | if (poses[i].mask & 0x200) | ||
| 5010 | { | ||
| 5011 | animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9]; | ||
| 5012 | dcounter++; | ||
| 5013 | } | ||
| 5014 | |||
| 5015 | animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation); | ||
| 5016 | } | ||
| 5017 | } | ||
| 5018 | |||
| 5019 | // Build frameposes | ||
| 5020 | for (unsigned int frame = 0; frame < anim[a].num_frames; frame++) | ||
| 5021 | { | ||
| 5022 | for (int i = 0; i < animations[a].boneCount; i++) | ||
| 5023 | { | ||
| 5024 | if (animations[a].bones[i].parent >= 0) | ||
| 5025 | { | ||
| 5026 | animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation); | ||
| 5027 | animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation); | ||
| 5028 | animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation); | ||
| 5029 | animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale); | ||
| 5030 | } | ||
| 5031 | } | ||
| 5032 | } | ||
| 5033 | } | ||
| 5034 | |||
| 5035 | UnloadFileData(fileData); | ||
| 5036 | |||
| 5037 | RL_FREE(joints); | ||
| 5038 | RL_FREE(framedata); | ||
| 5039 | RL_FREE(poses); | ||
| 5040 | RL_FREE(anim); | ||
| 5041 | |||
| 5042 | return animations; | ||
| 5043 | } | ||
| 5044 | |||
| 5045 | #endif | ||
| 5046 | |||
| 5047 | #if defined(SUPPORT_FILEFORMAT_GLTF) | ||
| 5048 | // Load file data callback for cgltf | ||
| 5049 | static cgltf_result LoadFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, const char *path, cgltf_size *size, void **data) | ||
| 5050 | { | ||
| 5051 | int filesize; | ||
| 5052 | unsigned char *filedata = LoadFileData(path, &filesize); | ||
| 5053 | |||
| 5054 | if (filedata == NULL) return cgltf_result_io_error; | ||
| 5055 | |||
| 5056 | *size = filesize; | ||
| 5057 | *data = filedata; | ||
| 5058 | |||
| 5059 | return cgltf_result_success; | ||
| 5060 | } | ||
| 5061 | |||
| 5062 | // Release file data callback for cgltf | ||
| 5063 | static void ReleaseFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, void *data) | ||
| 5064 | { | ||
| 5065 | UnloadFileData(data); | ||
| 5066 | } | ||
| 5067 | |||
| 5068 | // Load image from different glTF provided methods (uri, path, buffer_view) | ||
| 5069 | static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPath) | ||
| 5070 | { | ||
| 5071 | Image image = { 0 }; | ||
| 5072 | |||
| 5073 | if (cgltfImage->uri != NULL) // Check if image data is provided as an uri (base64 or path) | ||
| 5074 | { | ||
| 5075 | if ((strlen(cgltfImage->uri) > 5) && | ||
| 5076 | (cgltfImage->uri[0] == 'd') && | ||
| 5077 | (cgltfImage->uri[1] == 'a') && | ||
| 5078 | (cgltfImage->uri[2] == 't') && | ||
| 5079 | (cgltfImage->uri[3] == 'a') && | ||
| 5080 | (cgltfImage->uri[4] == ':')) // Check if image is provided as base64 text data | ||
| 5081 | { | ||
| 5082 | // Data URI Format: data:<mediatype>;base64,<data> | ||
| 5083 | |||
| 5084 | // Find the comma | ||
| 5085 | int i = 0; | ||
| 5086 | while ((cgltfImage->uri[i] != ',') && (cgltfImage->uri[i] != 0)) i++; | ||
| 5087 | |||
| 5088 | if (cgltfImage->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image"); | ||
| 5089 | else | ||
| 5090 | { | ||
| 5091 | int base64Size = (int)strlen(cgltfImage->uri + i + 1); | ||
| 5092 | while (cgltfImage->uri[i + base64Size] == '=') base64Size--; // Ignore optional paddings | ||
| 5093 | int numberOfEncodedBits = base64Size*6 - (base64Size*6) % 8 ; // Encoded bits minus extra bits, so it becomes a multiple of 8 bits | ||
| 5094 | int outSize = numberOfEncodedBits/8 ; // Actual encoded bytes | ||
| 5095 | void *data = NULL; | ||
| 5096 | |||
| 5097 | cgltf_options options = { 0 }; | ||
| 5098 | options.file.read = LoadFileGLTFCallback; | ||
| 5099 | options.file.release = ReleaseFileGLTFCallback; | ||
| 5100 | cgltf_result result = cgltf_load_buffer_base64(&options, outSize, cgltfImage->uri + i + 1, &data); | ||
| 5101 | |||
| 5102 | if (result == cgltf_result_success) | ||
| 5103 | { | ||
| 5104 | image = LoadImageFromMemory(".png", (unsigned char *)data, outSize); | ||
| 5105 | RL_FREE(data); | ||
| 5106 | } | ||
| 5107 | } | ||
| 5108 | } | ||
| 5109 | else // Check if image is provided as image path | ||
| 5110 | { | ||
| 5111 | image = LoadImage(TextFormat("%s/%s", texPath, cgltfImage->uri)); | ||
| 5112 | } | ||
| 5113 | } | ||
| 5114 | else if (cgltfImage->buffer_view->buffer->data != NULL) // Check if image is provided as data buffer | ||
| 5115 | { | ||
| 5116 | unsigned char *data = RL_MALLOC(cgltfImage->buffer_view->size); | ||
| 5117 | int offset = (int)cgltfImage->buffer_view->offset; | ||
| 5118 | int stride = (int)cgltfImage->buffer_view->stride? (int)cgltfImage->buffer_view->stride : 1; | ||
| 5119 | |||
| 5120 | // Copy buffer data to memory for loading | ||
| 5121 | for (unsigned int i = 0; i < cgltfImage->buffer_view->size; i++) | ||
| 5122 | { | ||
| 5123 | data[i] = ((unsigned char *)cgltfImage->buffer_view->buffer->data)[offset]; | ||
| 5124 | offset += stride; | ||
| 5125 | } | ||
| 5126 | |||
| 5127 | // Check mime_type for image: (cgltfImage->mime_type == "image/png") | ||
| 5128 | // NOTE: Detected that some models define mime_type as "image\\/png" | ||
| 5129 | if ((strcmp(cgltfImage->mime_type, "image\\/png") == 0) || | ||
| 5130 | (strcmp(cgltfImage->mime_type, "image/png") == 0)) image = LoadImageFromMemory(".png", data, (int)cgltfImage->buffer_view->size); | ||
| 5131 | else if ((strcmp(cgltfImage->mime_type, "image\\/jpeg") == 0) || | ||
| 5132 | (strcmp(cgltfImage->mime_type, "image/jpeg") == 0)) image = LoadImageFromMemory(".jpg", data, (int)cgltfImage->buffer_view->size); | ||
| 5133 | else TRACELOG(LOG_WARNING, "MODEL: glTF image data MIME type not recognized", TextFormat("%s/%s", texPath, cgltfImage->uri)); | ||
| 5134 | |||
| 5135 | RL_FREE(data); | ||
| 5136 | } | ||
| 5137 | |||
| 5138 | return image; | ||
| 5139 | } | ||
| 5140 | |||
| 5141 | // Load bone info from GLTF skin data | ||
| 5142 | static BoneInfo *LoadBoneInfoGLTF(cgltf_skin skin, int *boneCount) | ||
| 5143 | { | ||
| 5144 | *boneCount = (int)skin.joints_count; | ||
| 5145 | BoneInfo *bones = RL_MALLOC(skin.joints_count*sizeof(BoneInfo)); | ||
| 5146 | |||
| 5147 | for (unsigned int i = 0; i < skin.joints_count; i++) | ||
| 5148 | { | ||
| 5149 | cgltf_node node = *skin.joints[i]; | ||
| 5150 | if (node.name != NULL) | ||
| 5151 | { | ||
| 5152 | strncpy(bones[i].name, node.name, sizeof(bones[i].name)); | ||
| 5153 | bones[i].name[sizeof(bones[i].name) - 1] = '\0'; | ||
| 5154 | } | ||
| 5155 | |||
| 5156 | // Find parent bone index | ||
| 5157 | int parentIndex = -1; | ||
| 5158 | |||
| 5159 | for (unsigned int j = 0; j < skin.joints_count; j++) | ||
| 5160 | { | ||
| 5161 | if (skin.joints[j] == node.parent) | ||
| 5162 | { | ||
| 5163 | parentIndex = (int)j; | ||
| 5164 | break; | ||
| 5165 | } | ||
| 5166 | } | ||
| 5167 | |||
| 5168 | bones[i].parent = parentIndex; | ||
| 5169 | } | ||
| 5170 | |||
| 5171 | return bones; | ||
| 5172 | } | ||
| 5173 | |||
| 5174 | // Load glTF file into model struct, .gltf and .glb supported | ||
| 5175 | static Model LoadGLTF(const char *fileName) | ||
| 5176 | { | ||
| 5177 | /********************************************************************************************* | ||
| 5178 | |||
| 5179 | Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) | ||
| 5180 | Transform handling implemented by Paul Melis (@paulmelis). | ||
| 5181 | Reviewed by Ramon Santamaria (@raysan5) | ||
| 5182 | |||
| 5183 | FEATURES: | ||
| 5184 | - Supports .gltf and .glb files | ||
| 5185 | - Supports embedded (base64) or external textures | ||
| 5186 | - Supports PBR metallic/roughness flow, loads material textures, values and colors | ||
| 5187 | PBR specular/glossiness flow and extended texture flows not supported | ||
| 5188 | - Supports multiple meshes per model (every primitives is loaded as a separate mesh) | ||
| 5189 | - Supports basic animations | ||
| 5190 | - Transforms, including parent-child relations, are applied on the mesh data, but the | ||
| 5191 | hierarchy is not kept (as it can't be represented). | ||
| 5192 | - Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes) | ||
| 5193 | are turned into separate raylib Meshes. | ||
| 5194 | |||
| 5195 | RESTRICTIONS: | ||
| 5196 | - Only triangle meshes supported | ||
| 5197 | - Vertex attribute types and formats supported: | ||
| 5198 | > Vertices (position): vec3: float | ||
| 5199 | > Normals: vec3: float | ||
| 5200 | > Texcoords: vec2: float | ||
| 5201 | > Colors: vec4: u8, u16, f32 (normalized) | ||
| 5202 | > Indices: u16, u32 (truncated to u16) | ||
| 5203 | - Scenes defined in the glTF file are ignored. All nodes in the file | ||
| 5204 | are used. | ||
| 5205 | |||
| 5206 | ***********************************************************************************************/ | ||
| 5207 | |||
| 5208 | // Macro to simplify attributes loading code | ||
| 5209 | #define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType) | ||
| 5210 | |||
| 5211 | #define LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, dstType) \ | ||
| 5212 | { \ | ||
| 5213 | int n = 0; \ | ||
| 5214 | srcType *buffer = (srcType *)accesor->buffer_view->buffer->data + accesor->buffer_view->offset/sizeof(srcType) + accesor->offset/sizeof(srcType); \ | ||
| 5215 | for (unsigned int k = 0; k < accesor->count; k++) \ | ||
| 5216 | {\ | ||
| 5217 | for (int l = 0; l < numComp; l++) \ | ||
| 5218 | {\ | ||
| 5219 | dstPtr[numComp*k + l] = (dstType)buffer[n + l];\ | ||
| 5220 | }\ | ||
| 5221 | n += (int)(accesor->stride/sizeof(srcType));\ | ||
| 5222 | }\ | ||
| 5223 | } | ||
| 5224 | |||
| 5225 | Model model = { 0 }; | ||
| 5226 | |||
| 5227 | // glTF file loading | ||
| 5228 | int dataSize = 0; | ||
| 5229 | unsigned char *fileData = LoadFileData(fileName, &dataSize); | ||
| 5230 | |||
| 5231 | if (fileData == NULL) return model; | ||
| 5232 | |||
| 5233 | // glTF data loading | ||
| 5234 | cgltf_options options = { 0 }; | ||
| 5235 | options.file.read = LoadFileGLTFCallback; | ||
| 5236 | options.file.release = ReleaseFileGLTFCallback; | ||
| 5237 | cgltf_data *data = NULL; | ||
| 5238 | cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); | ||
| 5239 | |||
| 5240 | if (result == cgltf_result_success) | ||
| 5241 | { | ||
| 5242 | if (data->file_type == cgltf_file_type_glb) TRACELOG(LOG_INFO, "MODEL: [%s] Model basic data (glb) loaded successfully", fileName); | ||
| 5243 | else if (data->file_type == cgltf_file_type_gltf) TRACELOG(LOG_INFO, "MODEL: [%s] Model basic data (glTF) loaded successfully", fileName); | ||
| 5244 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Model format not recognized", fileName); | ||
| 5245 | |||
| 5246 | TRACELOG(LOG_INFO, " > Meshes count: %i", data->meshes_count); | ||
| 5247 | TRACELOG(LOG_INFO, " > Materials count: %i (+1 default)", data->materials_count); | ||
| 5248 | TRACELOG(LOG_DEBUG, " > Buffers count: %i", data->buffers_count); | ||
| 5249 | TRACELOG(LOG_DEBUG, " > Images count: %i", data->images_count); | ||
| 5250 | TRACELOG(LOG_DEBUG, " > Textures count: %i", data->textures_count); | ||
| 5251 | |||
| 5252 | // Force reading data buffers (fills buffer_view->buffer->data) | ||
| 5253 | // NOTE: If an uri is defined to base64 data or external path, it's automatically loaded | ||
| 5254 | result = cgltf_load_buffers(&options, data, fileName); | ||
| 5255 | if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName); | ||
| 5256 | |||
| 5257 | int primitivesCount = 0; | ||
| 5258 | // NOTE: We will load every primitive in the glTF as a separate raylib Mesh. | ||
| 5259 | // Determine total number of meshes needed from the node hierarchy. | ||
| 5260 | for (unsigned int i = 0; i < data->nodes_count; i++) | ||
| 5261 | { | ||
| 5262 | cgltf_node *node = &(data->nodes[i]); | ||
| 5263 | cgltf_mesh *mesh = node->mesh; | ||
| 5264 | if (!mesh) | ||
| 5265 | continue; | ||
| 5266 | |||
| 5267 | for (unsigned int p = 0; p < mesh->primitives_count; p++) | ||
| 5268 | { | ||
| 5269 | if (mesh->primitives[p].type == cgltf_primitive_type_triangles) | ||
| 5270 | primitivesCount++; | ||
| 5271 | } | ||
| 5272 | } | ||
| 5273 | TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount); | ||
| 5274 | |||
| 5275 | // Load our model data: meshes and materials | ||
| 5276 | model.meshCount = primitivesCount; | ||
| 5277 | model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh)); | ||
| 5278 | |||
| 5279 | // NOTE: We keep an extra slot for default material, in case some mesh requires it | ||
| 5280 | model.materialCount = (int)data->materials_count + 1; | ||
| 5281 | model.materials = RL_CALLOC(model.materialCount, sizeof(Material)); | ||
| 5282 | model.materials[0] = LoadMaterialDefault(); // Load default material (index: 0) | ||
| 5283 | |||
| 5284 | // Load mesh-material indices, by default all meshes are mapped to material index: 0 | ||
| 5285 | model.meshMaterial = RL_CALLOC(model.meshCount, sizeof(int)); | ||
| 5286 | |||
| 5287 | // Load materials data | ||
| 5288 | //---------------------------------------------------------------------------------------------------- | ||
| 5289 | for (unsigned int i = 0, j = 1; i < data->materials_count; i++, j++) | ||
| 5290 | { | ||
| 5291 | model.materials[j] = LoadMaterialDefault(); | ||
| 5292 | const char *texPath = GetDirectoryPath(fileName); | ||
| 5293 | |||
| 5294 | // Check glTF material flow: PBR metallic/roughness flow | ||
| 5295 | // NOTE: Alternatively, materials can follow PBR specular/glossiness flow | ||
| 5296 | if (data->materials[i].has_pbr_metallic_roughness) | ||
| 5297 | { | ||
| 5298 | // Load base color texture (albedo) | ||
| 5299 | if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture) | ||
| 5300 | { | ||
| 5301 | Image imAlbedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath); | ||
| 5302 | if (imAlbedo.data != NULL) | ||
| 5303 | { | ||
| 5304 | model.materials[j].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(imAlbedo); | ||
| 5305 | UnloadImage(imAlbedo); | ||
| 5306 | } | ||
| 5307 | } | ||
| 5308 | // Load base color factor (tint) | ||
| 5309 | model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255); | ||
| 5310 | model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255); | ||
| 5311 | model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255); | ||
| 5312 | model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255); | ||
| 5313 | |||
| 5314 | // Load metallic/roughness texture | ||
| 5315 | if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture) | ||
| 5316 | { | ||
| 5317 | Image imMetallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath); | ||
| 5318 | if (imMetallicRoughness.data != NULL) | ||
| 5319 | { | ||
| 5320 | model.materials[j].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(imMetallicRoughness); | ||
| 5321 | UnloadImage(imMetallicRoughness); | ||
| 5322 | } | ||
| 5323 | |||
| 5324 | // Load metallic/roughness material properties | ||
| 5325 | float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor; | ||
| 5326 | model.materials[j].maps[MATERIAL_MAP_ROUGHNESS].value = roughness; | ||
| 5327 | |||
| 5328 | float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor; | ||
| 5329 | model.materials[j].maps[MATERIAL_MAP_METALNESS].value = metallic; | ||
| 5330 | } | ||
| 5331 | |||
| 5332 | // Load normal texture | ||
| 5333 | if (data->materials[i].normal_texture.texture) | ||
| 5334 | { | ||
| 5335 | Image imNormal = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath); | ||
| 5336 | if (imNormal.data != NULL) | ||
| 5337 | { | ||
| 5338 | model.materials[j].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(imNormal); | ||
| 5339 | UnloadImage(imNormal); | ||
| 5340 | } | ||
| 5341 | } | ||
| 5342 | |||
| 5343 | // Load ambient occlusion texture | ||
| 5344 | if (data->materials[i].occlusion_texture.texture) | ||
| 5345 | { | ||
| 5346 | Image imOcclusion = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath); | ||
| 5347 | if (imOcclusion.data != NULL) | ||
| 5348 | { | ||
| 5349 | model.materials[j].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(imOcclusion); | ||
| 5350 | UnloadImage(imOcclusion); | ||
| 5351 | } | ||
| 5352 | } | ||
| 5353 | |||
| 5354 | // Load emissive texture | ||
| 5355 | if (data->materials[i].emissive_texture.texture) | ||
| 5356 | { | ||
| 5357 | Image imEmissive = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath); | ||
| 5358 | if (imEmissive.data != NULL) | ||
| 5359 | { | ||
| 5360 | model.materials[j].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(imEmissive); | ||
| 5361 | UnloadImage(imEmissive); | ||
| 5362 | } | ||
| 5363 | |||
| 5364 | // Load emissive color factor | ||
| 5365 | model.materials[j].maps[MATERIAL_MAP_EMISSION].color.r = (unsigned char)(data->materials[i].emissive_factor[0]*255); | ||
| 5366 | model.materials[j].maps[MATERIAL_MAP_EMISSION].color.g = (unsigned char)(data->materials[i].emissive_factor[1]*255); | ||
| 5367 | model.materials[j].maps[MATERIAL_MAP_EMISSION].color.b = (unsigned char)(data->materials[i].emissive_factor[2]*255); | ||
| 5368 | model.materials[j].maps[MATERIAL_MAP_EMISSION].color.a = 255; | ||
| 5369 | } | ||
| 5370 | } | ||
| 5371 | |||
| 5372 | // Other possible materials not supported by raylib pipeline: | ||
| 5373 | // has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen | ||
| 5374 | } | ||
| 5375 | |||
| 5376 | // Visit each node in the hierarchy and process any mesh linked from it. | ||
| 5377 | // Each primitive within a glTF node becomes a Raylib Mesh. | ||
| 5378 | // The local-to-world transform of each node is used to transform the | ||
| 5379 | // points/normals/tangents of the created Mesh(es). | ||
| 5380 | // Any glTF mesh linked from more than one Node (i.e. instancing) | ||
| 5381 | // is turned into multiple Mesh's, as each Node will have its own | ||
| 5382 | // transform applied. | ||
| 5383 | // Note: the code below disregards the scenes defined in the file, all nodes are used. | ||
| 5384 | //---------------------------------------------------------------------------------------------------- | ||
| 5385 | int meshIndex = 0; | ||
| 5386 | for (unsigned int i = 0; i < data->nodes_count; i++) | ||
| 5387 | { | ||
| 5388 | cgltf_node *node = &(data->nodes[i]); | ||
| 5389 | |||
| 5390 | cgltf_mesh *mesh = node->mesh; | ||
| 5391 | if (!mesh) | ||
| 5392 | continue; | ||
| 5393 | |||
| 5394 | cgltf_float worldTransform[16]; | ||
| 5395 | cgltf_node_transform_world(node, worldTransform); | ||
| 5396 | |||
| 5397 | Matrix worldMatrix = { | ||
| 5398 | worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12], | ||
| 5399 | worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13], | ||
| 5400 | worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14], | ||
| 5401 | worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15] | ||
| 5402 | }; | ||
| 5403 | |||
| 5404 | Matrix worldMatrixNormals = MatrixTranspose(MatrixInvert(worldMatrix)); | ||
| 5405 | |||
| 5406 | for (unsigned int p = 0; p < mesh->primitives_count; p++) | ||
| 5407 | { | ||
| 5408 | // NOTE: We only support primitives defined by triangles | ||
| 5409 | // Other alternatives: points, lines, line_strip, triangle_strip | ||
| 5410 | if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue; | ||
| 5411 | |||
| 5412 | // NOTE: Attributes data could be provided in several data formats (8, 8u, 16u, 32...), | ||
| 5413 | // Only some formats for each attribute type are supported, read info at the top of this function! | ||
| 5414 | |||
| 5415 | for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++) | ||
| 5416 | { | ||
| 5417 | // Check the different attributes for every primitive | ||
| 5418 | if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float | ||
| 5419 | { | ||
| 5420 | cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; | ||
| 5421 | |||
| 5422 | // WARNING: SPECS: POSITION accessor MUST have its min and max properties defined | ||
| 5423 | |||
| 5424 | if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f)) | ||
| 5425 | { | ||
| 5426 | // Init raylib mesh vertices to copy glTF attribute data | ||
| 5427 | model.meshes[meshIndex].vertexCount = (int)attribute->count; | ||
| 5428 | model.meshes[meshIndex].vertices = RL_MALLOC(attribute->count*3*sizeof(float)); | ||
| 5429 | |||
| 5430 | // Load 3 components of float data type into mesh.vertices | ||
| 5431 | LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].vertices) | ||
| 5432 | |||
| 5433 | // Transform the vertices | ||
| 5434 | float *vertices = model.meshes[meshIndex].vertices; | ||
| 5435 | for (unsigned int k = 0; k < attribute->count; k++) | ||
| 5436 | { | ||
| 5437 | Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix); | ||
| 5438 | vertices[3*k] = vt.x; | ||
| 5439 | vertices[3*k+1] = vt.y; | ||
| 5440 | vertices[3*k+2] = vt.z; | ||
| 5441 | } | ||
| 5442 | } | ||
| 5443 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName); | ||
| 5444 | } | ||
| 5445 | else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float | ||
| 5446 | { | ||
| 5447 | cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; | ||
| 5448 | |||
| 5449 | if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f)) | ||
| 5450 | { | ||
| 5451 | // Init raylib mesh normals to copy glTF attribute data | ||
| 5452 | model.meshes[meshIndex].normals = RL_MALLOC(attribute->count*3*sizeof(float)); | ||
| 5453 | |||
| 5454 | // Load 3 components of float data type into mesh.normals | ||
| 5455 | LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].normals) | ||
| 5456 | |||
| 5457 | // Transform the normals | ||
| 5458 | float *normals = model.meshes[meshIndex].normals; | ||
| 5459 | for (unsigned int k = 0; k < attribute->count; k++) | ||
| 5460 | { | ||
| 5461 | Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals); | ||
| 5462 | normals[3*k] = nt.x; | ||
| 5463 | normals[3*k+1] = nt.y; | ||
| 5464 | normals[3*k+2] = nt.z; | ||
| 5465 | } | ||
| 5466 | } | ||
| 5467 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName); | ||
| 5468 | } | ||
| 5469 | else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float | ||
| 5470 | { | ||
| 5471 | cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; | ||
| 5472 | |||
| 5473 | if ((attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_32f)) | ||
| 5474 | { | ||
| 5475 | // Init raylib mesh tangent to copy glTF attribute data | ||
| 5476 | model.meshes[meshIndex].tangents = RL_MALLOC(attribute->count*4*sizeof(float)); | ||
| 5477 | |||
| 5478 | // Load 4 components of float data type into mesh.tangents | ||
| 5479 | LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].tangents) | ||
| 5480 | |||
| 5481 | // Transform the tangents | ||
| 5482 | float *tangents = model.meshes[meshIndex].tangents; | ||
| 5483 | for (unsigned int k = 0; k < attribute->count; k++) | ||
| 5484 | { | ||
| 5485 | Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix); | ||
| 5486 | tangents[3*k] = tt.x; | ||
| 5487 | tangents[3*k+1] = tt.y; | ||
| 5488 | tangents[3*k+2] = tt.z; | ||
| 5489 | } | ||
| 5490 | } | ||
| 5491 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName); | ||
| 5492 | } | ||
| 5493 | else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n | ||
| 5494 | { | ||
| 5495 | // Support up to 2 texture coordinates attributes | ||
| 5496 | float *texcoordPtr = NULL; | ||
| 5497 | |||
| 5498 | cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; | ||
| 5499 | |||
| 5500 | if (attribute->type == cgltf_type_vec2) | ||
| 5501 | { | ||
| 5502 | if (attribute->component_type == cgltf_component_type_r_32f) // vec2, float | ||
| 5503 | { | ||
| 5504 | // Init raylib mesh texcoords to copy glTF attribute data | ||
| 5505 | texcoordPtr = (float *)RL_MALLOC(attribute->count*2*sizeof(float)); | ||
| 5506 | |||
| 5507 | // Load 3 components of float data type into mesh.texcoords | ||
| 5508 | LOAD_ATTRIBUTE(attribute, 2, float, texcoordPtr) | ||
| 5509 | } | ||
| 5510 | else if (attribute->component_type == cgltf_component_type_r_8u) // vec2, u8n | ||
| 5511 | { | ||
| 5512 | // Init raylib mesh texcoords to copy glTF attribute data | ||
| 5513 | texcoordPtr = (float *)RL_MALLOC(attribute->count*2*sizeof(float)); | ||
| 5514 | |||
| 5515 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5516 | unsigned char *temp = (unsigned char *)RL_MALLOC(attribute->count*2*sizeof(unsigned char)); | ||
| 5517 | LOAD_ATTRIBUTE(attribute, 2, unsigned char, temp); | ||
| 5518 | |||
| 5519 | // Convert data to raylib texcoord data type (float) | ||
| 5520 | for (unsigned int t = 0; t < attribute->count*2; t++) texcoordPtr[t] = (float)temp[t]/255.0f; | ||
| 5521 | |||
| 5522 | RL_FREE(temp); | ||
| 5523 | } | ||
| 5524 | else if (attribute->component_type == cgltf_component_type_r_16u) // vec2, u16n | ||
| 5525 | { | ||
| 5526 | // Init raylib mesh texcoords to copy glTF attribute data | ||
| 5527 | texcoordPtr = (float *)RL_MALLOC(attribute->count*2*sizeof(float)); | ||
| 5528 | |||
| 5529 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5530 | unsigned short *temp = (unsigned short *)RL_MALLOC(attribute->count*2*sizeof(unsigned short)); | ||
| 5531 | LOAD_ATTRIBUTE(attribute, 2, unsigned short, temp); | ||
| 5532 | |||
| 5533 | // Convert data to raylib texcoord data type (float) | ||
| 5534 | for (unsigned int t = 0; t < attribute->count*2; t++) texcoordPtr[t] = (float)temp[t]/65535.0f; | ||
| 5535 | |||
| 5536 | RL_FREE(temp); | ||
| 5537 | } | ||
| 5538 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported", fileName); | ||
| 5539 | } | ||
| 5540 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName); | ||
| 5541 | |||
| 5542 | int index = mesh->primitives[p].attributes[j].index; | ||
| 5543 | if (index == 0) model.meshes[meshIndex].texcoords = texcoordPtr; | ||
| 5544 | else if (index == 1) model.meshes[meshIndex].texcoords2 = texcoordPtr; | ||
| 5545 | else | ||
| 5546 | { | ||
| 5547 | TRACELOG(LOG_WARNING, "MODEL: [%s] No more than 2 texture coordinates attributes supported", fileName); | ||
| 5548 | if (texcoordPtr != NULL) RL_FREE(texcoordPtr); | ||
| 5549 | } | ||
| 5550 | } | ||
| 5551 | else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n | ||
| 5552 | { | ||
| 5553 | cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; | ||
| 5554 | |||
| 5555 | // WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range | ||
| 5556 | |||
| 5557 | if (attribute->type == cgltf_type_vec3) // RGB | ||
| 5558 | { | ||
| 5559 | if (attribute->component_type == cgltf_component_type_r_8u) | ||
| 5560 | { | ||
| 5561 | // Init raylib mesh color to copy glTF attribute data | ||
| 5562 | model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); | ||
| 5563 | |||
| 5564 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5565 | unsigned char *temp = RL_MALLOC(attribute->count*3*sizeof(unsigned char)); | ||
| 5566 | LOAD_ATTRIBUTE(attribute, 3, unsigned char, temp); | ||
| 5567 | |||
| 5568 | // Convert data to raylib color data type (4 bytes) | ||
| 5569 | for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) | ||
| 5570 | { | ||
| 5571 | model.meshes[meshIndex].colors[c] = temp[k]; | ||
| 5572 | model.meshes[meshIndex].colors[c + 1] = temp[k + 1]; | ||
| 5573 | model.meshes[meshIndex].colors[c + 2] = temp[k + 2]; | ||
| 5574 | model.meshes[meshIndex].colors[c + 3] = 255; | ||
| 5575 | } | ||
| 5576 | |||
| 5577 | RL_FREE(temp); | ||
| 5578 | } | ||
| 5579 | else if (attribute->component_type == cgltf_component_type_r_16u) | ||
| 5580 | { | ||
| 5581 | // Init raylib mesh color to copy glTF attribute data | ||
| 5582 | model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); | ||
| 5583 | |||
| 5584 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5585 | unsigned short *temp = RL_MALLOC(attribute->count*3*sizeof(unsigned short)); | ||
| 5586 | LOAD_ATTRIBUTE(attribute, 3, unsigned short, temp); | ||
| 5587 | |||
| 5588 | // Convert data to raylib color data type (4 bytes) | ||
| 5589 | for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) | ||
| 5590 | { | ||
| 5591 | model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[k]/65535.0f)*255.0f); | ||
| 5592 | model.meshes[meshIndex].colors[c + 1] = (unsigned char)(((float)temp[k + 1]/65535.0f)*255.0f); | ||
| 5593 | model.meshes[meshIndex].colors[c + 2] = (unsigned char)(((float)temp[k + 2]/65535.0f)*255.0f); | ||
| 5594 | model.meshes[meshIndex].colors[c + 3] = 255; | ||
| 5595 | } | ||
| 5596 | |||
| 5597 | RL_FREE(temp); | ||
| 5598 | } | ||
| 5599 | else if (attribute->component_type == cgltf_component_type_r_32f) | ||
| 5600 | { | ||
| 5601 | // Init raylib mesh color to copy glTF attribute data | ||
| 5602 | model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); | ||
| 5603 | |||
| 5604 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5605 | float *temp = RL_MALLOC(attribute->count*3*sizeof(float)); | ||
| 5606 | LOAD_ATTRIBUTE(attribute, 3, float, temp); | ||
| 5607 | |||
| 5608 | // Convert data to raylib color data type (4 bytes) | ||
| 5609 | for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) | ||
| 5610 | { | ||
| 5611 | model.meshes[meshIndex].colors[c] = (unsigned char)(temp[k]*255.0f); | ||
| 5612 | model.meshes[meshIndex].colors[c + 1] = (unsigned char)(temp[k + 1]*255.0f); | ||
| 5613 | model.meshes[meshIndex].colors[c + 2] = (unsigned char)(temp[k + 2]*255.0f); | ||
| 5614 | model.meshes[meshIndex].colors[c + 3] = 255; | ||
| 5615 | } | ||
| 5616 | |||
| 5617 | RL_FREE(temp); | ||
| 5618 | } | ||
| 5619 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); | ||
| 5620 | } | ||
| 5621 | else if (attribute->type == cgltf_type_vec4) // RGBA | ||
| 5622 | { | ||
| 5623 | if (attribute->component_type == cgltf_component_type_r_8u) | ||
| 5624 | { | ||
| 5625 | // Init raylib mesh color to copy glTF attribute data | ||
| 5626 | model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); | ||
| 5627 | |||
| 5628 | // Load 4 components of unsigned char data type into mesh.colors | ||
| 5629 | LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].colors) | ||
| 5630 | } | ||
| 5631 | else if (attribute->component_type == cgltf_component_type_r_16u) | ||
| 5632 | { | ||
| 5633 | // Init raylib mesh color to copy glTF attribute data | ||
| 5634 | model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); | ||
| 5635 | |||
| 5636 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5637 | unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); | ||
| 5638 | LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); | ||
| 5639 | |||
| 5640 | // Convert data to raylib color data type (4 bytes) | ||
| 5641 | for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f); | ||
| 5642 | |||
| 5643 | RL_FREE(temp); | ||
| 5644 | } | ||
| 5645 | else if (attribute->component_type == cgltf_component_type_r_32f) | ||
| 5646 | { | ||
| 5647 | // Init raylib mesh color to copy glTF attribute data | ||
| 5648 | model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); | ||
| 5649 | |||
| 5650 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5651 | float *temp = RL_MALLOC(attribute->count*4*sizeof(float)); | ||
| 5652 | LOAD_ATTRIBUTE(attribute, 4, float, temp); | ||
| 5653 | |||
| 5654 | // Convert data to raylib color data type (4 bytes), we expect the color data normalized | ||
| 5655 | for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(temp[c]*255.0f); | ||
| 5656 | |||
| 5657 | RL_FREE(temp); | ||
| 5658 | } | ||
| 5659 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); | ||
| 5660 | } | ||
| 5661 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); | ||
| 5662 | } | ||
| 5663 | |||
| 5664 | // NOTE: Attributes related to animations are processed separately | ||
| 5665 | } | ||
| 5666 | |||
| 5667 | // Load primitive indices data (if provided) | ||
| 5668 | if (mesh->primitives[p].indices != NULL) | ||
| 5669 | { | ||
| 5670 | cgltf_accessor *attribute = mesh->primitives[p].indices; | ||
| 5671 | |||
| 5672 | model.meshes[meshIndex].triangleCount = (int)attribute->count/3; | ||
| 5673 | |||
| 5674 | if (attribute->component_type == cgltf_component_type_r_16u) | ||
| 5675 | { | ||
| 5676 | // Init raylib mesh indices to copy glTF attribute data | ||
| 5677 | model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short)); | ||
| 5678 | |||
| 5679 | // Load unsigned short data type into mesh.indices | ||
| 5680 | LOAD_ATTRIBUTE(attribute, 1, unsigned short, model.meshes[meshIndex].indices) | ||
| 5681 | } | ||
| 5682 | else if (attribute->component_type == cgltf_component_type_r_8u) | ||
| 5683 | { | ||
| 5684 | // Init raylib mesh indices to copy glTF attribute data | ||
| 5685 | model.meshes[meshIndex].indices = RL_MALLOC(attribute->count * sizeof(unsigned short)); | ||
| 5686 | LOAD_ATTRIBUTE_CAST(attribute, 1, unsigned char, model.meshes[meshIndex].indices, unsigned short) | ||
| 5687 | |||
| 5688 | } | ||
| 5689 | else if (attribute->component_type == cgltf_component_type_r_32u) | ||
| 5690 | { | ||
| 5691 | // Init raylib mesh indices to copy glTF attribute data | ||
| 5692 | model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short)); | ||
| 5693 | LOAD_ATTRIBUTE_CAST(attribute, 1, unsigned int, model.meshes[meshIndex].indices, unsigned short); | ||
| 5694 | |||
| 5695 | TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data converted from u32 to u16, possible loss of data", fileName); | ||
| 5696 | } | ||
| 5697 | else | ||
| 5698 | { | ||
| 5699 | TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName); | ||
| 5700 | } | ||
| 5701 | } | ||
| 5702 | else model.meshes[meshIndex].triangleCount = model.meshes[meshIndex].vertexCount/3; // Unindexed mesh | ||
| 5703 | |||
| 5704 | // Assign to the primitive mesh the corresponding material index | ||
| 5705 | // NOTE: If no material defined, mesh uses the already assigned default material (index: 0) | ||
| 5706 | for (unsigned int m = 0; m < data->materials_count; m++) | ||
| 5707 | { | ||
| 5708 | // The primitive actually keeps the pointer to the corresponding material, | ||
| 5709 | // raylib instead assigns to the mesh the by its index, as loaded in model.materials array | ||
| 5710 | // To get the index, we check if material pointers match, and we assign the corresponding index, | ||
| 5711 | // skipping index 0, the default material | ||
| 5712 | if (&data->materials[m] == mesh->primitives[p].material) | ||
| 5713 | { | ||
| 5714 | model.meshMaterial[meshIndex] = m + 1; | ||
| 5715 | break; | ||
| 5716 | } | ||
| 5717 | } | ||
| 5718 | |||
| 5719 | meshIndex++; // Move to next mesh | ||
| 5720 | } | ||
| 5721 | } | ||
| 5722 | |||
| 5723 | // Load glTF meshes animation data | ||
| 5724 | // REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins | ||
| 5725 | // REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes | ||
| 5726 | // | ||
| 5727 | // LIMITATIONS: | ||
| 5728 | // - Only supports 1 armature per file, and skips loading it if there are multiple armatures | ||
| 5729 | // - Only supports linear interpolation (default method in Blender when checked "Always Sample Animations" when exporting a GLTF file) | ||
| 5730 | // - Only supports translation/rotation/scale animation channel.path, weights not considered (i.e. morph targets) | ||
| 5731 | //---------------------------------------------------------------------------------------------------- | ||
| 5732 | if (data->skins_count > 0) | ||
| 5733 | { | ||
| 5734 | cgltf_skin skin = data->skins[0]; | ||
| 5735 | model.bones = LoadBoneInfoGLTF(skin, &model.boneCount); | ||
| 5736 | model.bindPose = RL_MALLOC(model.boneCount*sizeof(Transform)); | ||
| 5737 | |||
| 5738 | for (int i = 0; i < model.boneCount; i++) | ||
| 5739 | { | ||
| 5740 | cgltf_node* node = skin.joints[i]; | ||
| 5741 | cgltf_float worldTransform[16]; | ||
| 5742 | cgltf_node_transform_world(node, worldTransform); | ||
| 5743 | Matrix worldMatrix = { | ||
| 5744 | worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12], | ||
| 5745 | worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13], | ||
| 5746 | worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14], | ||
| 5747 | worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15] | ||
| 5748 | }; | ||
| 5749 | MatrixDecompose(worldMatrix, &(model.bindPose[i].translation), &(model.bindPose[i].rotation), &(model.bindPose[i].scale)); | ||
| 5750 | } | ||
| 5751 | } | ||
| 5752 | if (data->skins_count > 1) | ||
| 5753 | { | ||
| 5754 | TRACELOG(LOG_WARNING, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count); | ||
| 5755 | } | ||
| 5756 | |||
| 5757 | meshIndex = 0; | ||
| 5758 | for (unsigned int i = 0; i < data->nodes_count; i++) | ||
| 5759 | { | ||
| 5760 | cgltf_node *node = &(data->nodes[i]); | ||
| 5761 | |||
| 5762 | cgltf_mesh *mesh = node->mesh; | ||
| 5763 | if (!mesh) | ||
| 5764 | continue; | ||
| 5765 | |||
| 5766 | for (unsigned int p = 0; p < mesh->primitives_count; p++) | ||
| 5767 | { | ||
| 5768 | // NOTE: We only support primitives defined by triangles | ||
| 5769 | if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue; | ||
| 5770 | |||
| 5771 | for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++) | ||
| 5772 | { | ||
| 5773 | // NOTE: JOINTS_1 + WEIGHT_1 will be used for +4 joints influencing a vertex -> Not supported by raylib | ||
| 5774 | |||
| 5775 | if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16) | ||
| 5776 | { | ||
| 5777 | cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; | ||
| 5778 | |||
| 5779 | // NOTE: JOINTS_n can only be vec4 and u8/u16 | ||
| 5780 | // SPECS: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview | ||
| 5781 | |||
| 5782 | // WARNING: raylib only supports model.meshes[].boneIds as u8 (unsigned char), | ||
| 5783 | // if data is provided in any other format, it is converted to supported format but | ||
| 5784 | // it could imply data loss (a warning message is issued in that case) | ||
| 5785 | |||
| 5786 | if (attribute->type == cgltf_type_vec4) | ||
| 5787 | { | ||
| 5788 | if (attribute->component_type == cgltf_component_type_r_8u) | ||
| 5789 | { | ||
| 5790 | // Init raylib mesh boneIds to copy glTF attribute data | ||
| 5791 | model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); | ||
| 5792 | |||
| 5793 | // Load attribute: vec4, u8 (unsigned char) | ||
| 5794 | LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds) | ||
| 5795 | } | ||
| 5796 | else if (attribute->component_type == cgltf_component_type_r_16u) | ||
| 5797 | { | ||
| 5798 | // Init raylib mesh boneIds to copy glTF attribute data | ||
| 5799 | model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); | ||
| 5800 | |||
| 5801 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5802 | unsigned short *temp = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short)); | ||
| 5803 | LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); | ||
| 5804 | |||
| 5805 | // Convert data to raylib color data type (4 bytes) | ||
| 5806 | bool boneIdOverflowWarning = false; | ||
| 5807 | for (int b = 0; b < model.meshes[meshIndex].vertexCount*4; b++) | ||
| 5808 | { | ||
| 5809 | if ((temp[b] > 255) && !boneIdOverflowWarning) | ||
| 5810 | { | ||
| 5811 | TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format (u16) overflow", fileName); | ||
| 5812 | boneIdOverflowWarning = true; | ||
| 5813 | } | ||
| 5814 | |||
| 5815 | // Despite the possible overflow, we convert data to unsigned char | ||
| 5816 | model.meshes[meshIndex].boneIds[b] = (unsigned char)temp[b]; | ||
| 5817 | } | ||
| 5818 | |||
| 5819 | RL_FREE(temp); | ||
| 5820 | } | ||
| 5821 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName); | ||
| 5822 | } | ||
| 5823 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName); | ||
| 5824 | } | ||
| 5825 | else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32) | ||
| 5826 | { | ||
| 5827 | cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; | ||
| 5828 | |||
| 5829 | if (attribute->type == cgltf_type_vec4) | ||
| 5830 | { | ||
| 5831 | // TODO: Support component types: u8, u16? | ||
| 5832 | if (attribute->component_type == cgltf_component_type_r_8u) | ||
| 5833 | { | ||
| 5834 | // Init raylib mesh bone weight to copy glTF attribute data | ||
| 5835 | model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); | ||
| 5836 | |||
| 5837 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5838 | unsigned char *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); | ||
| 5839 | LOAD_ATTRIBUTE(attribute, 4, unsigned char, temp); | ||
| 5840 | |||
| 5841 | // Convert data to raylib bone weight data type (4 bytes) | ||
| 5842 | for (unsigned int b = 0; b < attribute->count*4; b++) model.meshes[meshIndex].boneWeights[b] = (float)temp[b]/255.0f; | ||
| 5843 | |||
| 5844 | RL_FREE(temp); | ||
| 5845 | } | ||
| 5846 | else if (attribute->component_type == cgltf_component_type_r_16u) | ||
| 5847 | { | ||
| 5848 | // Init raylib mesh bone weight to copy glTF attribute data | ||
| 5849 | model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); | ||
| 5850 | |||
| 5851 | // Load data into a temp buffer to be converted to raylib data type | ||
| 5852 | unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); | ||
| 5853 | LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); | ||
| 5854 | |||
| 5855 | // Convert data to raylib bone weight data type | ||
| 5856 | for (unsigned int b = 0; b < attribute->count*4; b++) model.meshes[meshIndex].boneWeights[b] = (float)temp[b]/65535.0f; | ||
| 5857 | |||
| 5858 | RL_FREE(temp); | ||
| 5859 | } | ||
| 5860 | else if (attribute->component_type == cgltf_component_type_r_32f) | ||
| 5861 | { | ||
| 5862 | // Init raylib mesh bone weight to copy glTF attribute data | ||
| 5863 | model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); | ||
| 5864 | |||
| 5865 | // Load 4 components of float data type into mesh.boneWeights | ||
| 5866 | // for cgltf_attribute_type_weights we have: | ||
| 5867 | // - data.meshes[0] (256 vertices) | ||
| 5868 | // - 256 values, provided as cgltf_type_vec4 of float (4 byte per joint, stride 16) | ||
| 5869 | LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights) | ||
| 5870 | } | ||
| 5871 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName); | ||
| 5872 | } | ||
| 5873 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName); | ||
| 5874 | } | ||
| 5875 | } | ||
| 5876 | |||
| 5877 | // Animated vertex data | ||
| 5878 | model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); | ||
| 5879 | memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float)); | ||
| 5880 | model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); | ||
| 5881 | if (model.meshes[meshIndex].normals != NULL) | ||
| 5882 | { | ||
| 5883 | memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float)); | ||
| 5884 | } | ||
| 5885 | |||
| 5886 | // Bone Transform Matrices | ||
| 5887 | model.meshes[meshIndex].boneCount = model.boneCount; | ||
| 5888 | model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix)); | ||
| 5889 | |||
| 5890 | for (int j = 0; j < model.meshes[meshIndex].boneCount; j++) | ||
| 5891 | { | ||
| 5892 | model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity(); | ||
| 5893 | } | ||
| 5894 | |||
| 5895 | meshIndex++; // Move to next mesh | ||
| 5896 | } | ||
| 5897 | |||
| 5898 | } | ||
| 5899 | |||
| 5900 | // Free all cgltf loaded data | ||
| 5901 | cgltf_free(data); | ||
| 5902 | } | ||
| 5903 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); | ||
| 5904 | |||
| 5905 | // WARNING: cgltf requires the file pointer available while reading data | ||
| 5906 | UnloadFileData(fileData); | ||
| 5907 | |||
| 5908 | return model; | ||
| 5909 | } | ||
| 5910 | |||
| 5911 | // Get interpolated pose for bone sampler at a specific time. Returns true on success | ||
| 5912 | static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_accessor *input, cgltf_accessor *output, float time, void *data) | ||
| 5913 | { | ||
| 5914 | if (interpolationType >= cgltf_interpolation_type_max_enum) return false; | ||
| 5915 | |||
| 5916 | // Input and output should have the same count | ||
| 5917 | float tstart = 0.0f; | ||
| 5918 | float tend = 0.0f; | ||
| 5919 | int keyframe = 0; // Defaults to first pose | ||
| 5920 | |||
| 5921 | for (int i = 0; i < (int)input->count - 1; i++) | ||
| 5922 | { | ||
| 5923 | cgltf_bool r1 = cgltf_accessor_read_float(input, i, &tstart, 1); | ||
| 5924 | if (!r1) return false; | ||
| 5925 | |||
| 5926 | cgltf_bool r2 = cgltf_accessor_read_float(input, i + 1, &tend, 1); | ||
| 5927 | if (!r2) return false; | ||
| 5928 | |||
| 5929 | if ((tstart <= time) && (time < tend)) | ||
| 5930 | { | ||
| 5931 | keyframe = i; | ||
| 5932 | break; | ||
| 5933 | } | ||
| 5934 | } | ||
| 5935 | |||
| 5936 | // Constant animation, no need to interpolate | ||
| 5937 | if (FloatEquals(tend, tstart)) return true; | ||
| 5938 | |||
| 5939 | float duration = fmaxf((tend - tstart), EPSILON); | ||
| 5940 | float t = (time - tstart)/duration; | ||
| 5941 | t = (t < 0.0f)? 0.0f : t; | ||
| 5942 | t = (t > 1.0f)? 1.0f : t; | ||
| 5943 | |||
| 5944 | if (output->component_type != cgltf_component_type_r_32f) return false; | ||
| 5945 | |||
| 5946 | if (output->type == cgltf_type_vec3) | ||
| 5947 | { | ||
| 5948 | switch (interpolationType) | ||
| 5949 | { | ||
| 5950 | case cgltf_interpolation_type_step: | ||
| 5951 | { | ||
| 5952 | float tmp[3] = { 0.0f }; | ||
| 5953 | cgltf_accessor_read_float(output, keyframe, tmp, 3); | ||
| 5954 | Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; | ||
| 5955 | Vector3 *r = data; | ||
| 5956 | |||
| 5957 | *r = v1; | ||
| 5958 | } break; | ||
| 5959 | case cgltf_interpolation_type_linear: | ||
| 5960 | { | ||
| 5961 | float tmp[3] = { 0.0f }; | ||
| 5962 | cgltf_accessor_read_float(output, keyframe, tmp, 3); | ||
| 5963 | Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; | ||
| 5964 | cgltf_accessor_read_float(output, keyframe+1, tmp, 3); | ||
| 5965 | Vector3 v2 = {tmp[0], tmp[1], tmp[2]}; | ||
| 5966 | Vector3 *r = data; | ||
| 5967 | |||
| 5968 | *r = Vector3Lerp(v1, v2, t); | ||
| 5969 | } break; | ||
| 5970 | case cgltf_interpolation_type_cubic_spline: | ||
| 5971 | { | ||
| 5972 | float tmp[3] = { 0.0f }; | ||
| 5973 | cgltf_accessor_read_float(output, 3*keyframe+1, tmp, 3); | ||
| 5974 | Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; | ||
| 5975 | cgltf_accessor_read_float(output, 3*keyframe+2, tmp, 3); | ||
| 5976 | Vector3 tangent1 = {tmp[0], tmp[1], tmp[2]}; | ||
| 5977 | cgltf_accessor_read_float(output, 3*(keyframe+1)+1, tmp, 3); | ||
| 5978 | Vector3 v2 = {tmp[0], tmp[1], tmp[2]}; | ||
| 5979 | cgltf_accessor_read_float(output, 3*(keyframe+1), tmp, 3); | ||
| 5980 | Vector3 tangent2 = {tmp[0], tmp[1], tmp[2]}; | ||
| 5981 | Vector3 *r = data; | ||
| 5982 | |||
| 5983 | *r = Vector3CubicHermite(v1, tangent1, v2, tangent2, t); | ||
| 5984 | } break; | ||
| 5985 | default: break; | ||
| 5986 | } | ||
| 5987 | } | ||
| 5988 | else if (output->type == cgltf_type_vec4) | ||
| 5989 | { | ||
| 5990 | // Only v4 is for rotations, so we know it's a quaternion | ||
| 5991 | switch (interpolationType) | ||
| 5992 | { | ||
| 5993 | case cgltf_interpolation_type_step: | ||
| 5994 | { | ||
| 5995 | float tmp[4] = { 0.0f }; | ||
| 5996 | cgltf_accessor_read_float(output, keyframe, tmp, 4); | ||
| 5997 | Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; | ||
| 5998 | Vector4 *r = data; | ||
| 5999 | |||
| 6000 | *r = v1; | ||
| 6001 | } break; | ||
| 6002 | case cgltf_interpolation_type_linear: | ||
| 6003 | { | ||
| 6004 | float tmp[4] = { 0.0f }; | ||
| 6005 | cgltf_accessor_read_float(output, keyframe, tmp, 4); | ||
| 6006 | Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; | ||
| 6007 | cgltf_accessor_read_float(output, keyframe+1, tmp, 4); | ||
| 6008 | Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; | ||
| 6009 | Vector4 *r = data; | ||
| 6010 | |||
| 6011 | *r = QuaternionSlerp(v1, v2, t); | ||
| 6012 | } break; | ||
| 6013 | case cgltf_interpolation_type_cubic_spline: | ||
| 6014 | { | ||
| 6015 | float tmp[4] = { 0.0f }; | ||
| 6016 | cgltf_accessor_read_float(output, 3*keyframe+1, tmp, 4); | ||
| 6017 | Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; | ||
| 6018 | cgltf_accessor_read_float(output, 3*keyframe+2, tmp, 4); | ||
| 6019 | Vector4 outTangent1 = {tmp[0], tmp[1], tmp[2], 0.0f}; | ||
| 6020 | cgltf_accessor_read_float(output, 3*(keyframe+1)+1, tmp, 4); | ||
| 6021 | Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; | ||
| 6022 | cgltf_accessor_read_float(output, 3*(keyframe+1), tmp, 4); | ||
| 6023 | Vector4 inTangent2 = {tmp[0], tmp[1], tmp[2], 0.0f}; | ||
| 6024 | Vector4 *r = data; | ||
| 6025 | |||
| 6026 | v1 = QuaternionNormalize(v1); | ||
| 6027 | v2 = QuaternionNormalize(v2); | ||
| 6028 | |||
| 6029 | if (Vector4DotProduct(v1, v2) < 0.0f) | ||
| 6030 | { | ||
| 6031 | v2 = Vector4Negate(v2); | ||
| 6032 | } | ||
| 6033 | |||
| 6034 | outTangent1 = Vector4Scale(outTangent1, duration); | ||
| 6035 | inTangent2 = Vector4Scale(inTangent2, duration); | ||
| 6036 | |||
| 6037 | *r = QuaternionCubicHermiteSpline(v1, outTangent1, v2, inTangent2, t); | ||
| 6038 | } break; | ||
| 6039 | default: break; | ||
| 6040 | } | ||
| 6041 | } | ||
| 6042 | |||
| 6043 | return true; | ||
| 6044 | } | ||
| 6045 | |||
| 6046 | #define GLTF_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) | ||
| 6047 | |||
| 6048 | static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCount) | ||
| 6049 | { | ||
| 6050 | // glTF file loading | ||
| 6051 | int dataSize = 0; | ||
| 6052 | unsigned char *fileData = LoadFileData(fileName, &dataSize); | ||
| 6053 | |||
| 6054 | ModelAnimation *animations = NULL; | ||
| 6055 | |||
| 6056 | // glTF data loading | ||
| 6057 | cgltf_options options = { 0 }; | ||
| 6058 | options.file.read = LoadFileGLTFCallback; | ||
| 6059 | options.file.release = ReleaseFileGLTFCallback; | ||
| 6060 | cgltf_data *data = NULL; | ||
| 6061 | cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); | ||
| 6062 | |||
| 6063 | if (result != cgltf_result_success) | ||
| 6064 | { | ||
| 6065 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); | ||
| 6066 | *animCount = 0; | ||
| 6067 | return NULL; | ||
| 6068 | } | ||
| 6069 | |||
| 6070 | result = cgltf_load_buffers(&options, data, fileName); | ||
| 6071 | if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load animation buffers", fileName); | ||
| 6072 | |||
| 6073 | if (result == cgltf_result_success) | ||
| 6074 | { | ||
| 6075 | if (data->skins_count > 0) | ||
| 6076 | { | ||
| 6077 | cgltf_skin skin = data->skins[0]; | ||
| 6078 | *animCount = (int)data->animations_count; | ||
| 6079 | animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation)); | ||
| 6080 | |||
| 6081 | for (unsigned int i = 0; i < data->animations_count; i++) | ||
| 6082 | { | ||
| 6083 | animations[i].bones = LoadBoneInfoGLTF(skin, &animations[i].boneCount); | ||
| 6084 | |||
| 6085 | cgltf_animation animData = data->animations[i]; | ||
| 6086 | |||
| 6087 | struct Channels { | ||
| 6088 | cgltf_animation_channel *translate; | ||
| 6089 | cgltf_animation_channel *rotate; | ||
| 6090 | cgltf_animation_channel *scale; | ||
| 6091 | cgltf_interpolation_type interpolationType; | ||
| 6092 | }; | ||
| 6093 | |||
| 6094 | struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels)); | ||
| 6095 | float animDuration = 0.0f; | ||
| 6096 | |||
| 6097 | for (unsigned int j = 0; j < animData.channels_count; j++) | ||
| 6098 | { | ||
| 6099 | cgltf_animation_channel channel = animData.channels[j]; | ||
| 6100 | int boneIndex = -1; | ||
| 6101 | |||
| 6102 | for (unsigned int k = 0; k < skin.joints_count; k++) | ||
| 6103 | { | ||
| 6104 | if (animData.channels[j].target_node == skin.joints[k]) | ||
| 6105 | { | ||
| 6106 | boneIndex = k; | ||
| 6107 | break; | ||
| 6108 | } | ||
| 6109 | } | ||
| 6110 | |||
| 6111 | if (boneIndex == -1) | ||
| 6112 | { | ||
| 6113 | // Animation channel for a node not in the armature | ||
| 6114 | continue; | ||
| 6115 | } | ||
| 6116 | |||
| 6117 | boneChannels[boneIndex].interpolationType = animData.channels[j].sampler->interpolation; | ||
| 6118 | |||
| 6119 | if (animData.channels[j].sampler->interpolation != cgltf_interpolation_type_max_enum) | ||
| 6120 | { | ||
| 6121 | if (channel.target_path == cgltf_animation_path_type_translation) | ||
| 6122 | { | ||
| 6123 | boneChannels[boneIndex].translate = &animData.channels[j]; | ||
| 6124 | } | ||
| 6125 | else if (channel.target_path == cgltf_animation_path_type_rotation) | ||
| 6126 | { | ||
| 6127 | boneChannels[boneIndex].rotate = &animData.channels[j]; | ||
| 6128 | } | ||
| 6129 | else if (channel.target_path == cgltf_animation_path_type_scale) | ||
| 6130 | { | ||
| 6131 | boneChannels[boneIndex].scale = &animData.channels[j]; | ||
| 6132 | } | ||
| 6133 | else | ||
| 6134 | { | ||
| 6135 | TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i); | ||
| 6136 | } | ||
| 6137 | } | ||
| 6138 | else TRACELOG(LOG_WARNING, "MODEL: [%s] Invalid interpolation curve encountered for GLTF animation.", fileName); | ||
| 6139 | |||
| 6140 | float t = 0.0f; | ||
| 6141 | cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1); | ||
| 6142 | |||
| 6143 | if (!r) | ||
| 6144 | { | ||
| 6145 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load input time", fileName); | ||
| 6146 | continue; | ||
| 6147 | } | ||
| 6148 | |||
| 6149 | animDuration = (t > animDuration)? t : animDuration; | ||
| 6150 | } | ||
| 6151 | |||
| 6152 | if (animData.name != NULL) | ||
| 6153 | { | ||
| 6154 | strncpy(animations[i].name, animData.name, sizeof(animations[i].name)); | ||
| 6155 | animations[i].name[sizeof(animations[i].name) - 1] = '\0'; | ||
| 6156 | } | ||
| 6157 | |||
| 6158 | animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY) + 1; | ||
| 6159 | animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *)); | ||
| 6160 | |||
| 6161 | for (int j = 0; j < animations[i].frameCount; j++) | ||
| 6162 | { | ||
| 6163 | animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform)); | ||
| 6164 | float time = ((float) j*GLTF_ANIMDELAY)/1000.0f; | ||
| 6165 | |||
| 6166 | for (int k = 0; k < animations[i].boneCount; k++) | ||
| 6167 | { | ||
| 6168 | Vector3 translation = {skin.joints[k]->translation[0], skin.joints[k]->translation[1], skin.joints[k]->translation[2]}; | ||
| 6169 | Quaternion rotation = {skin.joints[k]->rotation[0], skin.joints[k]->rotation[1], skin.joints[k]->rotation[2], skin.joints[k]->rotation[3]}; | ||
| 6170 | Vector3 scale = {skin.joints[k]->scale[0], skin.joints[k]->scale[1], skin.joints[k]->scale[2]}; | ||
| 6171 | |||
| 6172 | if (boneChannels[k].translate) | ||
| 6173 | { | ||
| 6174 | if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation)) | ||
| 6175 | { | ||
| 6176 | TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name); | ||
| 6177 | } | ||
| 6178 | } | ||
| 6179 | |||
| 6180 | if (boneChannels[k].rotate) | ||
| 6181 | { | ||
| 6182 | if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation)) | ||
| 6183 | { | ||
| 6184 | TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name); | ||
| 6185 | } | ||
| 6186 | } | ||
| 6187 | |||
| 6188 | if (boneChannels[k].scale) | ||
| 6189 | { | ||
| 6190 | if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale)) | ||
| 6191 | { | ||
| 6192 | TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name); | ||
| 6193 | } | ||
| 6194 | } | ||
| 6195 | |||
| 6196 | animations[i].framePoses[j][k] = (Transform){ | ||
| 6197 | .translation = translation, | ||
| 6198 | .rotation = rotation, | ||
| 6199 | .scale = scale | ||
| 6200 | }; | ||
| 6201 | } | ||
| 6202 | |||
| 6203 | BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]); | ||
| 6204 | } | ||
| 6205 | |||
| 6206 | TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, (animData.name != NULL)? animData.name : "NULL", animations[i].frameCount, animDuration); | ||
| 6207 | RL_FREE(boneChannels); | ||
| 6208 | } | ||
| 6209 | } | ||
| 6210 | |||
| 6211 | if (data->skins_count > 1) | ||
| 6212 | { | ||
| 6213 | TRACELOG(LOG_WARNING, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count); | ||
| 6214 | } | ||
| 6215 | |||
| 6216 | cgltf_free(data); | ||
| 6217 | } | ||
| 6218 | UnloadFileData(fileData); | ||
| 6219 | return animations; | ||
| 6220 | } | ||
| 6221 | #endif | ||
| 6222 | |||
| 6223 | #if defined(SUPPORT_FILEFORMAT_VOX) | ||
| 6224 | // Load VOX (MagicaVoxel) mesh data | ||
| 6225 | static Model LoadVOX(const char *fileName) | ||
| 6226 | { | ||
| 6227 | Model model = { 0 }; | ||
| 6228 | |||
| 6229 | int nbvertices = 0; | ||
| 6230 | int meshescount = 0; | ||
| 6231 | |||
| 6232 | // Read vox file into buffer | ||
| 6233 | int dataSize = 0; | ||
| 6234 | unsigned char *fileData = LoadFileData(fileName, &dataSize); | ||
| 6235 | |||
| 6236 | if (fileData == 0) | ||
| 6237 | { | ||
| 6238 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load VOX file", fileName); | ||
| 6239 | return model; | ||
| 6240 | } | ||
| 6241 | |||
| 6242 | // Read and build voxarray description | ||
| 6243 | VoxArray3D voxarray = { 0 }; | ||
| 6244 | int ret = Vox_LoadFromMemory(fileData, dataSize, &voxarray); | ||
| 6245 | |||
| 6246 | if (ret != VOX_SUCCESS) | ||
| 6247 | { | ||
| 6248 | // Error | ||
| 6249 | UnloadFileData(fileData); | ||
| 6250 | |||
| 6251 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load VOX data", fileName); | ||
| 6252 | return model; | ||
| 6253 | } | ||
| 6254 | else | ||
| 6255 | { | ||
| 6256 | // Success: Compute meshes count | ||
| 6257 | nbvertices = voxarray.vertices.used; | ||
| 6258 | meshescount = 1 + (nbvertices/65536); | ||
| 6259 | |||
| 6260 | TRACELOG(LOG_INFO, "MODEL: [%s] VOX data loaded successfully : %i vertices/%i meshes", fileName, nbvertices, meshescount); | ||
| 6261 | } | ||
| 6262 | |||
| 6263 | // Build models from meshes | ||
| 6264 | model.transform = MatrixIdentity(); | ||
| 6265 | |||
| 6266 | model.meshCount = meshescount; | ||
| 6267 | model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); | ||
| 6268 | |||
| 6269 | model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); | ||
| 6270 | |||
| 6271 | model.materialCount = 1; | ||
| 6272 | model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); | ||
| 6273 | model.materials[0] = LoadMaterialDefault(); | ||
| 6274 | |||
| 6275 | // Init model meshes | ||
| 6276 | int verticesRemain = voxarray.vertices.used; | ||
| 6277 | int verticesMax = 65532; // 5461 voxels x 12 vertices per voxel -> 65532 (must be inf 65536) | ||
| 6278 | |||
| 6279 | // 6*4 = 12 vertices per voxel | ||
| 6280 | Vector3 *pvertices = (Vector3 *)voxarray.vertices.array; | ||
| 6281 | Vector3 *pnormals = (Vector3 *)voxarray.normals.array; | ||
| 6282 | Color *pcolors = (Color *)voxarray.colors.array; | ||
| 6283 | |||
| 6284 | unsigned short *pindices = voxarray.indices.array; // 5461*6*6 = 196596 indices max per mesh | ||
| 6285 | |||
| 6286 | int size = 0; | ||
| 6287 | |||
| 6288 | for (int i = 0; i < meshescount; i++) | ||
| 6289 | { | ||
| 6290 | Mesh *pmesh = &model.meshes[i]; | ||
| 6291 | memset(pmesh, 0, sizeof(Mesh)); | ||
| 6292 | |||
| 6293 | // Copy vertices | ||
| 6294 | pmesh->vertexCount = (int)fmin(verticesMax, verticesRemain); | ||
| 6295 | |||
| 6296 | size = pmesh->vertexCount*sizeof(float)*3; | ||
| 6297 | pmesh->vertices = (float *)RL_MALLOC(size); | ||
| 6298 | memcpy(pmesh->vertices, pvertices, size); | ||
| 6299 | |||
| 6300 | // Copy normals | ||
| 6301 | pmesh->normals = (float *)RL_MALLOC(size); | ||
| 6302 | memcpy(pmesh->normals, pnormals, size); | ||
| 6303 | |||
| 6304 | // Copy indices | ||
| 6305 | size = voxarray.indices.used*sizeof(unsigned short); | ||
| 6306 | pmesh->indices = (unsigned short *)RL_MALLOC(size); | ||
| 6307 | memcpy(pmesh->indices, pindices, size); | ||
| 6308 | |||
| 6309 | pmesh->triangleCount = (pmesh->vertexCount/4)*2; | ||
| 6310 | |||
| 6311 | // Copy colors | ||
| 6312 | size = pmesh->vertexCount*sizeof(Color); | ||
| 6313 | pmesh->colors = RL_MALLOC(size); | ||
| 6314 | memcpy(pmesh->colors, pcolors, size); | ||
| 6315 | |||
| 6316 | // First material index | ||
| 6317 | model.meshMaterial[i] = 0; | ||
| 6318 | |||
| 6319 | verticesRemain -= verticesMax; | ||
| 6320 | pvertices += verticesMax; | ||
| 6321 | pnormals += verticesMax; | ||
| 6322 | pcolors += verticesMax; | ||
| 6323 | } | ||
| 6324 | |||
| 6325 | // Free buffers | ||
| 6326 | Vox_FreeArrays(&voxarray); | ||
| 6327 | UnloadFileData(fileData); | ||
| 6328 | |||
| 6329 | return model; | ||
| 6330 | } | ||
| 6331 | #endif | ||
| 6332 | |||
| 6333 | #if defined(SUPPORT_FILEFORMAT_M3D) | ||
| 6334 | // Hook LoadFileData()/UnloadFileData() calls to M3D loaders | ||
| 6335 | unsigned char *m3d_loaderhook(char *fn, unsigned int *len) { return LoadFileData((const char *)fn, (int *)len); } | ||
| 6336 | void m3d_freehook(void *data) { UnloadFileData((unsigned char *)data); } | ||
| 6337 | |||
| 6338 | // Load M3D mesh data | ||
| 6339 | static Model LoadM3D(const char *fileName) | ||
| 6340 | { | ||
| 6341 | Model model = { 0 }; | ||
| 6342 | |||
| 6343 | m3d_t *m3d = NULL; | ||
| 6344 | m3dp_t *prop = NULL; | ||
| 6345 | int i, j, k, l, n, mi = -2, vcolor = 0; | ||
| 6346 | |||
| 6347 | int dataSize = 0; | ||
| 6348 | unsigned char *fileData = LoadFileData(fileName, &dataSize); | ||
| 6349 | |||
| 6350 | if (fileData != NULL) | ||
| 6351 | { | ||
| 6352 | m3d = m3d_load(fileData, m3d_loaderhook, m3d_freehook, NULL); | ||
| 6353 | |||
| 6354 | if (!m3d || M3D_ERR_ISFATAL(m3d->errcode)) | ||
| 6355 | { | ||
| 6356 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d? m3d->errcode : -2); | ||
| 6357 | if (m3d) m3d_free(m3d); | ||
| 6358 | UnloadFileData(fileData); | ||
| 6359 | return model; | ||
| 6360 | } | ||
| 6361 | else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i faces/%i materials", fileName, m3d->numface, m3d->nummaterial); | ||
| 6362 | |||
| 6363 | // no face? this is probably just a material library | ||
| 6364 | if (!m3d->numface) | ||
| 6365 | { | ||
| 6366 | m3d_free(m3d); | ||
| 6367 | UnloadFileData(fileData); | ||
| 6368 | return model; | ||
| 6369 | } | ||
| 6370 | |||
| 6371 | if (m3d->nummaterial > 0) | ||
| 6372 | { | ||
| 6373 | model.meshCount = model.materialCount = m3d->nummaterial; | ||
| 6374 | TRACELOG(LOG_INFO, "MODEL: model has %i material meshes", model.materialCount); | ||
| 6375 | } | ||
| 6376 | else | ||
| 6377 | { | ||
| 6378 | model.meshCount = 1; model.materialCount = 0; | ||
| 6379 | TRACELOG(LOG_INFO, "MODEL: No materials, putting all meshes in a default material"); | ||
| 6380 | } | ||
| 6381 | |||
| 6382 | // We always need a default material, so we add +1 | ||
| 6383 | model.materialCount++; | ||
| 6384 | |||
| 6385 | // Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise | ||
| 6386 | // WARNING: Sorting is not needed, valid M3D model files should already be sorted | ||
| 6387 | // Just keeping the sorting function for reference (Check PR #3363 #3385) | ||
| 6388 | /* | ||
| 6389 | for (i = 1; i < m3d->numface; i++) | ||
| 6390 | { | ||
| 6391 | if (m3d->face[i-1].materialid <= m3d->face[i].materialid) continue; | ||
| 6392 | |||
| 6393 | // face[i-1] > face[i]. slide face[i] lower | ||
| 6394 | m3df_t slider = m3d->face[i]; | ||
| 6395 | j = i-1; | ||
| 6396 | |||
| 6397 | do | ||
| 6398 | { // face[j] > slider, face[j+1] is svailable vacant gap | ||
| 6399 | m3d->face[j+1] = m3d->face[j]; | ||
| 6400 | j = j-1; | ||
| 6401 | } | ||
| 6402 | while (j >= 0 && m3d->face[j].materialid > slider.materialid); | ||
| 6403 | |||
| 6404 | m3d->face[j+1] = slider; | ||
| 6405 | } | ||
| 6406 | */ | ||
| 6407 | |||
| 6408 | model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); | ||
| 6409 | model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); | ||
| 6410 | model.materials = (Material *)RL_CALLOC(model.materialCount + 1, sizeof(Material)); | ||
| 6411 | |||
| 6412 | // Map no material to index 0 with default shader, everything else materialid + 1 | ||
| 6413 | model.materials[0] = LoadMaterialDefault(); | ||
| 6414 | |||
| 6415 | for (i = l = 0, k = -1; i < (int)m3d->numface; i++, l++) | ||
| 6416 | { | ||
| 6417 | // Materials are grouped together | ||
| 6418 | if (mi != m3d->face[i].materialid) | ||
| 6419 | { | ||
| 6420 | // there should be only one material switch per material kind, but be bulletproof for non-optimal model files | ||
| 6421 | if (k + 1 >= model.meshCount) | ||
| 6422 | { | ||
| 6423 | model.meshCount++; | ||
| 6424 | model.meshes = (Mesh *)RL_REALLOC(model.meshes, model.meshCount*sizeof(Mesh)); | ||
| 6425 | memset(&model.meshes[model.meshCount - 1], 0, sizeof(Mesh)); | ||
| 6426 | model.meshMaterial = (int *)RL_REALLOC(model.meshMaterial, model.meshCount*sizeof(int)); | ||
| 6427 | } | ||
| 6428 | |||
| 6429 | k++; | ||
| 6430 | mi = m3d->face[i].materialid; | ||
| 6431 | |||
| 6432 | // Only allocate colors VertexBuffer if there's a color vertex in the model for this material batch | ||
| 6433 | // if all colors are fully transparent black for all verteces of this materal, then we assume no vertex colors | ||
| 6434 | for (j = i, l = vcolor = 0; (j < (int)m3d->numface) && (mi == m3d->face[j].materialid); j++, l++) | ||
| 6435 | { | ||
| 6436 | if (!m3d->vertex[m3d->face[j].vertex[0]].color || | ||
| 6437 | !m3d->vertex[m3d->face[j].vertex[1]].color || | ||
| 6438 | !m3d->vertex[m3d->face[j].vertex[2]].color) vcolor = 1; | ||
| 6439 | } | ||
| 6440 | |||
| 6441 | model.meshes[k].vertexCount = l*3; | ||
| 6442 | model.meshes[k].triangleCount = l; | ||
| 6443 | model.meshes[k].vertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); | ||
| 6444 | model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); | ||
| 6445 | model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); | ||
| 6446 | |||
| 6447 | // If no map is provided, or we have colors defined, we allocate storage for vertex colors | ||
| 6448 | // M3D specs only consider vertex colors if no material is provided, however raylib uses both and mixes the colors | ||
| 6449 | if ((mi == M3D_UNDEF) || vcolor) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); | ||
| 6450 | |||
| 6451 | // If no map is provided and we allocated vertex colors, set them to white | ||
| 6452 | if ((mi == M3D_UNDEF) && (model.meshes[k].colors != NULL)) | ||
| 6453 | { | ||
| 6454 | for (int c = 0; c < model.meshes[k].vertexCount*4; c++) model.meshes[k].colors[c] = 255; | ||
| 6455 | } | ||
| 6456 | |||
| 6457 | if (m3d->numbone && m3d->numskin) | ||
| 6458 | { | ||
| 6459 | model.meshes[k].boneIds = (unsigned char *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); | ||
| 6460 | model.meshes[k].boneWeights = (float *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(float)); | ||
| 6461 | model.meshes[k].animVertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); | ||
| 6462 | model.meshes[k].animNormals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); | ||
| 6463 | } | ||
| 6464 | |||
| 6465 | model.meshMaterial[k] = mi + 1; | ||
| 6466 | l = 0; | ||
| 6467 | } | ||
| 6468 | |||
| 6469 | // Process meshes per material, add triangles | ||
| 6470 | model.meshes[k].vertices[l*9 + 0] = m3d->vertex[m3d->face[i].vertex[0]].x*m3d->scale; | ||
| 6471 | model.meshes[k].vertices[l*9 + 1] = m3d->vertex[m3d->face[i].vertex[0]].y*m3d->scale; | ||
| 6472 | model.meshes[k].vertices[l*9 + 2] = m3d->vertex[m3d->face[i].vertex[0]].z*m3d->scale; | ||
| 6473 | model.meshes[k].vertices[l*9 + 3] = m3d->vertex[m3d->face[i].vertex[1]].x*m3d->scale; | ||
| 6474 | model.meshes[k].vertices[l*9 + 4] = m3d->vertex[m3d->face[i].vertex[1]].y*m3d->scale; | ||
| 6475 | model.meshes[k].vertices[l*9 + 5] = m3d->vertex[m3d->face[i].vertex[1]].z*m3d->scale; | ||
| 6476 | model.meshes[k].vertices[l*9 + 6] = m3d->vertex[m3d->face[i].vertex[2]].x*m3d->scale; | ||
| 6477 | model.meshes[k].vertices[l*9 + 7] = m3d->vertex[m3d->face[i].vertex[2]].y*m3d->scale; | ||
| 6478 | model.meshes[k].vertices[l*9 + 8] = m3d->vertex[m3d->face[i].vertex[2]].z*m3d->scale; | ||
| 6479 | |||
| 6480 | // Without vertex color (full transparency), we use the default color | ||
| 6481 | if (model.meshes[k].colors != NULL) | ||
| 6482 | { | ||
| 6483 | if (m3d->vertex[m3d->face[i].vertex[0]].color & 0xFF000000) | ||
| 6484 | memcpy(&model.meshes[k].colors[l*12 + 0], &m3d->vertex[m3d->face[i].vertex[0]].color, 4); | ||
| 6485 | if (m3d->vertex[m3d->face[i].vertex[1]].color & 0xFF000000) | ||
| 6486 | memcpy(&model.meshes[k].colors[l*12 + 4], &m3d->vertex[m3d->face[i].vertex[1]].color, 4); | ||
| 6487 | if (m3d->vertex[m3d->face[i].vertex[2]].color & 0xFF000000) | ||
| 6488 | memcpy(&model.meshes[k].colors[l*12 + 8], &m3d->vertex[m3d->face[i].vertex[2]].color, 4); | ||
| 6489 | } | ||
| 6490 | |||
| 6491 | if (m3d->face[i].texcoord[0] != M3D_UNDEF) | ||
| 6492 | { | ||
| 6493 | model.meshes[k].texcoords[l*6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u; | ||
| 6494 | model.meshes[k].texcoords[l*6 + 1] = 1.0f - m3d->tmap[m3d->face[i].texcoord[0]].v; | ||
| 6495 | model.meshes[k].texcoords[l*6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u; | ||
| 6496 | model.meshes[k].texcoords[l*6 + 3] = 1.0f - m3d->tmap[m3d->face[i].texcoord[1]].v; | ||
| 6497 | model.meshes[k].texcoords[l*6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u; | ||
| 6498 | model.meshes[k].texcoords[l*6 + 5] = 1.0f - m3d->tmap[m3d->face[i].texcoord[2]].v; | ||
| 6499 | } | ||
| 6500 | |||
| 6501 | if (m3d->face[i].normal[0] != M3D_UNDEF) | ||
| 6502 | { | ||
| 6503 | model.meshes[k].normals[l*9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x; | ||
| 6504 | model.meshes[k].normals[l*9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y; | ||
| 6505 | model.meshes[k].normals[l*9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z; | ||
| 6506 | model.meshes[k].normals[l*9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x; | ||
| 6507 | model.meshes[k].normals[l*9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y; | ||
| 6508 | model.meshes[k].normals[l*9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z; | ||
| 6509 | model.meshes[k].normals[l*9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x; | ||
| 6510 | model.meshes[k].normals[l*9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y; | ||
| 6511 | model.meshes[k].normals[l*9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z; | ||
| 6512 | } | ||
| 6513 | |||
| 6514 | // Add skin (vertex / bone weight pairs) | ||
| 6515 | if (m3d->numbone && m3d->numskin) | ||
| 6516 | { | ||
| 6517 | for (n = 0; n < 3; n++) | ||
| 6518 | { | ||
| 6519 | int skinid = m3d->vertex[m3d->face[i].vertex[n]].skinid; | ||
| 6520 | |||
| 6521 | // Check if there is a skin for this mesh, should be, just failsafe | ||
| 6522 | if ((skinid != M3D_UNDEF) && (skinid < (int)m3d->numskin)) | ||
| 6523 | { | ||
| 6524 | for (j = 0; j < 4; j++) | ||
| 6525 | { | ||
| 6526 | model.meshes[k].boneIds[l*12 + n*4 + j] = m3d->skin[skinid].boneid[j]; | ||
| 6527 | model.meshes[k].boneWeights[l*12 + n*4 + j] = m3d->skin[skinid].weight[j]; | ||
| 6528 | } | ||
| 6529 | } | ||
| 6530 | else | ||
| 6531 | { | ||
| 6532 | // raylib does not handle boneless meshes with skeletal animations, so | ||
| 6533 | // we put all vertices without a bone into a special "no bone" bone | ||
| 6534 | model.meshes[k].boneIds[l*12 + n*4] = m3d->numbone; | ||
| 6535 | model.meshes[k].boneWeights[l*12 + n*4] = 1.0f; | ||
| 6536 | } | ||
| 6537 | } | ||
| 6538 | } | ||
| 6539 | } | ||
| 6540 | |||
| 6541 | // Load materials | ||
| 6542 | for (i = 0; i < (int)m3d->nummaterial; i++) | ||
| 6543 | { | ||
| 6544 | model.materials[i + 1] = LoadMaterialDefault(); | ||
| 6545 | |||
| 6546 | for (j = 0; j < m3d->material[i].numprop; j++) | ||
| 6547 | { | ||
| 6548 | prop = &m3d->material[i].prop[j]; | ||
| 6549 | |||
| 6550 | switch (prop->type) | ||
| 6551 | { | ||
| 6552 | case m3dp_Kd: | ||
| 6553 | { | ||
| 6554 | memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].color, &prop->value.color, 4); | ||
| 6555 | model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; | ||
| 6556 | } break; | ||
| 6557 | case m3dp_Ks: | ||
| 6558 | { | ||
| 6559 | memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].color, &prop->value.color, 4); | ||
| 6560 | } break; | ||
| 6561 | case m3dp_Ns: | ||
| 6562 | { | ||
| 6563 | model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].value = prop->value.fnum; | ||
| 6564 | } break; | ||
| 6565 | case m3dp_Ke: | ||
| 6566 | { | ||
| 6567 | memcpy(&model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].color, &prop->value.color, 4); | ||
| 6568 | model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].value = 0.0f; | ||
| 6569 | } break; | ||
| 6570 | case m3dp_Pm: | ||
| 6571 | { | ||
| 6572 | model.materials[i + 1].maps[MATERIAL_MAP_METALNESS].value = prop->value.fnum; | ||
| 6573 | } break; | ||
| 6574 | case m3dp_Pr: | ||
| 6575 | { | ||
| 6576 | model.materials[i + 1].maps[MATERIAL_MAP_ROUGHNESS].value = prop->value.fnum; | ||
| 6577 | } break; | ||
| 6578 | case m3dp_Ps: | ||
| 6579 | { | ||
| 6580 | model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].color = WHITE; | ||
| 6581 | model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].value = prop->value.fnum; | ||
| 6582 | } break; | ||
| 6583 | default: | ||
| 6584 | { | ||
| 6585 | if (prop->type >= 128) | ||
| 6586 | { | ||
| 6587 | Image image = { 0 }; | ||
| 6588 | image.data = m3d->texture[prop->value.textureid].d; | ||
| 6589 | image.width = m3d->texture[prop->value.textureid].w; | ||
| 6590 | image.height = m3d->texture[prop->value.textureid].h; | ||
| 6591 | image.mipmaps = 1; | ||
| 6592 | image.format = (m3d->texture[prop->value.textureid].f == 4)? PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : | ||
| 6593 | ((m3d->texture[prop->value.textureid].f == 3)? PIXELFORMAT_UNCOMPRESSED_R8G8B8 : | ||
| 6594 | ((m3d->texture[prop->value.textureid].f == 2)? PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)); | ||
| 6595 | |||
| 6596 | switch (prop->type) | ||
| 6597 | { | ||
| 6598 | case m3dp_map_Kd: model.materials[i + 1].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTextureFromImage(image); break; | ||
| 6599 | case m3dp_map_Ks: model.materials[i + 1].maps[MATERIAL_MAP_SPECULAR].texture = LoadTextureFromImage(image); break; | ||
| 6600 | case m3dp_map_Ke: model.materials[i + 1].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(image); break; | ||
| 6601 | case m3dp_map_Km: model.materials[i + 1].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(image); break; | ||
| 6602 | case m3dp_map_Ka: model.materials[i + 1].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(image); break; | ||
| 6603 | case m3dp_map_Pm: model.materials[i + 1].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(image); break; | ||
| 6604 | default: break; | ||
| 6605 | } | ||
| 6606 | } | ||
| 6607 | } break; | ||
| 6608 | } | ||
| 6609 | } | ||
| 6610 | } | ||
| 6611 | |||
| 6612 | // Load bones | ||
| 6613 | if (m3d->numbone) | ||
| 6614 | { | ||
| 6615 | model.boneCount = m3d->numbone + 1; | ||
| 6616 | model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo)); | ||
| 6617 | model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform)); | ||
| 6618 | |||
| 6619 | for (i = 0; i < (int)m3d->numbone; i++) | ||
| 6620 | { | ||
| 6621 | model.bones[i].parent = m3d->bone[i].parent; | ||
| 6622 | strncpy(model.bones[i].name, m3d->bone[i].name, sizeof(model.bones[i].name)); | ||
| 6623 | model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x*m3d->scale; | ||
| 6624 | model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y*m3d->scale; | ||
| 6625 | model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z*m3d->scale; | ||
| 6626 | model.bindPose[i].rotation.x = m3d->vertex[m3d->bone[i].ori].x; | ||
| 6627 | model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y; | ||
| 6628 | model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z; | ||
| 6629 | model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w; | ||
| 6630 | |||
| 6631 | // TODO: If the orientation quaternion is not normalized, then that's encoding scaling | ||
| 6632 | model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation); | ||
| 6633 | model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f; | ||
| 6634 | |||
| 6635 | // Child bones are stored in parent bone relative space, convert that into model space | ||
| 6636 | if (model.bones[i].parent >= 0) | ||
| 6637 | { | ||
| 6638 | model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); | ||
| 6639 | model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); | ||
| 6640 | model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); | ||
| 6641 | model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); | ||
| 6642 | } | ||
| 6643 | } | ||
| 6644 | |||
| 6645 | // Add a special "no bone" bone | ||
| 6646 | model.bones[i].parent = -1; | ||
| 6647 | strcpy(model.bones[i].name, "NO BONE"); | ||
| 6648 | model.bindPose[i].translation.x = 0.0f; | ||
| 6649 | model.bindPose[i].translation.y = 0.0f; | ||
| 6650 | model.bindPose[i].translation.z = 0.0f; | ||
| 6651 | model.bindPose[i].rotation.x = 0.0f; | ||
| 6652 | model.bindPose[i].rotation.y = 0.0f; | ||
| 6653 | model.bindPose[i].rotation.z = 0.0f; | ||
| 6654 | model.bindPose[i].rotation.w = 1.0f; | ||
| 6655 | model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f; | ||
| 6656 | } | ||
| 6657 | |||
| 6658 | // Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets | ||
| 6659 | // called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty) | ||
| 6660 | if (m3d->numbone && m3d->numskin) | ||
| 6661 | { | ||
| 6662 | for (i = 0; i < model.meshCount; i++) | ||
| 6663 | { | ||
| 6664 | memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float)); | ||
| 6665 | memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float)); | ||
| 6666 | |||
| 6667 | model.meshes[i].boneCount = model.boneCount; | ||
| 6668 | model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix)); | ||
| 6669 | for (j = 0; j < model.meshes[i].boneCount; j++) | ||
| 6670 | { | ||
| 6671 | model.meshes[i].boneMatrices[j] = MatrixIdentity(); | ||
| 6672 | } | ||
| 6673 | } | ||
| 6674 | } | ||
| 6675 | |||
| 6676 | m3d_free(m3d); | ||
| 6677 | UnloadFileData(fileData); | ||
| 6678 | } | ||
| 6679 | |||
| 6680 | return model; | ||
| 6681 | } | ||
| 6682 | |||
| 6683 | #define M3D_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) | ||
| 6684 | |||
| 6685 | // Load M3D animation data | ||
| 6686 | static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCount) | ||
| 6687 | { | ||
| 6688 | ModelAnimation *animations = NULL; | ||
| 6689 | |||
| 6690 | m3d_t *m3d = NULL; | ||
| 6691 | int i = 0, j = 0; | ||
| 6692 | *animCount = 0; | ||
| 6693 | |||
| 6694 | int dataSize = 0; | ||
| 6695 | unsigned char *fileData = LoadFileData(fileName, &dataSize); | ||
| 6696 | |||
| 6697 | if (fileData != NULL) | ||
| 6698 | { | ||
| 6699 | m3d = m3d_load(fileData, m3d_loaderhook, m3d_freehook, NULL); | ||
| 6700 | |||
| 6701 | if (!m3d || M3D_ERR_ISFATAL(m3d->errcode)) | ||
| 6702 | { | ||
| 6703 | TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d? m3d->errcode : -2); | ||
| 6704 | UnloadFileData(fileData); | ||
| 6705 | return NULL; | ||
| 6706 | } | ||
| 6707 | else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i animations, %i bones, %i skins", fileName, | ||
| 6708 | m3d->numaction, m3d->numbone, m3d->numskin); | ||
| 6709 | |||
| 6710 | // No animation or bone+skin? | ||
| 6711 | if (!m3d->numaction || !m3d->numbone || !m3d->numskin) | ||
| 6712 | { | ||
| 6713 | m3d_free(m3d); | ||
| 6714 | UnloadFileData(fileData); | ||
| 6715 | return NULL; | ||
| 6716 | } | ||
| 6717 | |||
| 6718 | animations = RL_MALLOC(m3d->numaction*sizeof(ModelAnimation)); | ||
| 6719 | *animCount = m3d->numaction; | ||
| 6720 | |||
| 6721 | for (unsigned int a = 0; a < m3d->numaction; a++) | ||
| 6722 | { | ||
| 6723 | animations[a].frameCount = m3d->action[a].durationmsec/M3D_ANIMDELAY; | ||
| 6724 | animations[a].boneCount = m3d->numbone + 1; | ||
| 6725 | animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo)); | ||
| 6726 | animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *)); | ||
| 6727 | strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name)); | ||
| 6728 | animations[a].name[sizeof(animations[a].name) - 1] = '\0'; | ||
| 6729 | |||
| 6730 | TRACELOG(LOG_INFO, "MODEL: [%s] animation #%i: %i msec, %i frames", fileName, a, m3d->action[a].durationmsec, animations[a].frameCount); | ||
| 6731 | |||
| 6732 | for (i = 0; i < (int)m3d->numbone; i++) | ||
| 6733 | { | ||
| 6734 | animations[a].bones[i].parent = m3d->bone[i].parent; | ||
| 6735 | strncpy(animations[a].bones[i].name, m3d->bone[i].name, sizeof(animations[a].bones[i].name)); | ||
| 6736 | } | ||
| 6737 | |||
| 6738 | // A special, never transformed "no bone" bone, used for boneless vertices | ||
| 6739 | animations[a].bones[i].parent = -1; | ||
| 6740 | strcpy(animations[a].bones[i].name, "NO BONE"); | ||
| 6741 | |||
| 6742 | // M3D stores frames at arbitrary intervals with sparse skeletons. We need full skeletons at | ||
| 6743 | // regular intervals, so let the M3D SDK do the heavy lifting and calculate interpolated bones | ||
| 6744 | for (i = 0; i < animations[a].frameCount; i++) | ||
| 6745 | { | ||
| 6746 | animations[a].framePoses[i] = RL_MALLOC((m3d->numbone + 1)*sizeof(Transform)); | ||
| 6747 | |||
| 6748 | m3db_t *pose = m3d_pose(m3d, a, i*M3D_ANIMDELAY); | ||
| 6749 | |||
| 6750 | if (pose != NULL) | ||
| 6751 | { | ||
| 6752 | for (j = 0; j < (int)m3d->numbone; j++) | ||
| 6753 | { | ||
| 6754 | animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x*m3d->scale; | ||
| 6755 | animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y*m3d->scale; | ||
| 6756 | animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z*m3d->scale; | ||
| 6757 | animations[a].framePoses[i][j].rotation.x = m3d->vertex[pose[j].ori].x; | ||
| 6758 | animations[a].framePoses[i][j].rotation.y = m3d->vertex[pose[j].ori].y; | ||
| 6759 | animations[a].framePoses[i][j].rotation.z = m3d->vertex[pose[j].ori].z; | ||
| 6760 | animations[a].framePoses[i][j].rotation.w = m3d->vertex[pose[j].ori].w; | ||
| 6761 | animations[a].framePoses[i][j].rotation = QuaternionNormalize(animations[a].framePoses[i][j].rotation); | ||
| 6762 | animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f; | ||
| 6763 | |||
| 6764 | // Child bones are stored in parent bone relative space, convert that into model space | ||
| 6765 | if (animations[a].bones[j].parent >= 0) | ||
| 6766 | { | ||
| 6767 | animations[a].framePoses[i][j].rotation = QuaternionMultiply(animations[a].framePoses[i][animations[a].bones[j].parent].rotation, animations[a].framePoses[i][j].rotation); | ||
| 6768 | animations[a].framePoses[i][j].translation = Vector3RotateByQuaternion(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].rotation); | ||
| 6769 | animations[a].framePoses[i][j].translation = Vector3Add(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].translation); | ||
| 6770 | animations[a].framePoses[i][j].scale = Vector3Multiply(animations[a].framePoses[i][j].scale, animations[a].framePoses[i][animations[a].bones[j].parent].scale); | ||
| 6771 | } | ||
| 6772 | } | ||
| 6773 | |||
| 6774 | // Default transform for the "no bone" bone | ||
| 6775 | animations[a].framePoses[i][j].translation.x = 0.0f; | ||
| 6776 | animations[a].framePoses[i][j].translation.y = 0.0f; | ||
| 6777 | animations[a].framePoses[i][j].translation.z = 0.0f; | ||
| 6778 | animations[a].framePoses[i][j].rotation.x = 0.0f; | ||
| 6779 | animations[a].framePoses[i][j].rotation.y = 0.0f; | ||
| 6780 | animations[a].framePoses[i][j].rotation.z = 0.0f; | ||
| 6781 | animations[a].framePoses[i][j].rotation.w = 1.0f; | ||
| 6782 | animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f; | ||
| 6783 | RL_FREE(pose); | ||
| 6784 | } | ||
| 6785 | } | ||
| 6786 | } | ||
| 6787 | |||
| 6788 | m3d_free(m3d); | ||
| 6789 | UnloadFileData(fileData); | ||
| 6790 | } | ||
| 6791 | |||
| 6792 | return animations; | ||
| 6793 | } | ||
| 6794 | #endif | ||
| 6795 | |||
| 6796 | #endif // SUPPORT_MODULE_RMODELS | ||
