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authorRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
committerRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
commit46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch)
treeda74ac29ab65c9c6fa82a36cadd796091a14d71f /src/models.c
parentcbbf800bb838431a626b232df8eb5db4e0a7e150 (diff)
downloadraylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz
raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip
raylib basic folders structure and some files... ;)
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+/*********************************************************************************************
+*
+* raylib.models
+*
+* Basic functions to draw 3d shapes and load/draw 3d models (.OBJ)
+*
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+
+#include <GL/gl.h> // OpenGL functions
+#include <stdio.h> // Standard input/output functions, used to read model files data
+#include <stdlib.h> // Declares malloc() and free() for memory management
+#include <math.h> // Used for sin, cos, tan
+#include "vector3.h" // Basic Vector3 functions
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// Nop...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// It's lonely here...
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+// No private (static) functions in this module
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Draw cube
+// NOTE: Cube position is de center position
+void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
+{
+ glPushMatrix();
+ glTranslatef(position.x, position.y, position.z);
+ //glRotatef(rotation, 0.0f, 1.0f, 0.0f);
+ //glScalef(1.0f, 1.0f, 1.0f);
+
+ glBegin(GL_QUADS);
+ glColor4ub(color.r, color.g, color.b, color.a);
+
+ // Front Face
+ glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
+ // Back Face
+ glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
+ glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
+ // Top Face
+ glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, height/2, lenght/2); // Bottom Left Of The Texture and Quad
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, height/2, lenght/2); // Bottom Right Of The Texture and Quad
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
+ // Bottom Face
+ glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Top Right Of The Texture and Quad
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, -height/2, -lenght/2); // Top Left Of The Texture and Quad
+ glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
+ // Right face
+ glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
+ glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
+ // Left Face
+ glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
+ glEnd();
+ glPopMatrix();
+}
+
+// Draw cube (Vector version)
+void DrawCubeV(Vector3 position, Vector3 size, Color color)
+{
+ DrawCube(position, size.x, size.y, size.z, color);
+}
+
+// Draw cube wires
+void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
+{
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ DrawCube(position, width, height, lenght, color);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+}
+
+// Draw sphere
+void DrawSphere(Vector3 centerPos, float radius, Color color)
+{
+ DrawSphereEx(centerPos, radius, 16, 16, color);
+}
+
+// Draw sphere with extended parameters
+void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
+{
+ float lat0, z0, zr0;
+ float lat1, z1, zr1;
+ float lng, x, y;
+
+ glPushMatrix();
+ glTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ glRotatef(90, 1, 0, 0);
+ glScalef(radius, radius, radius);
+
+ glBegin(GL_QUAD_STRIP);
+
+ glColor4ub(color.r, color.g, color.b, color.a);
+
+ for(int i = 0; i <= rings; i++)
+ {
+ lat0 = PI * (-0.5 + (float)(i - 1) / rings);
+ z0 = sin(lat0);
+ zr0 = cos(lat0);
+
+ lat1 = PI * (-0.5 + (float)i / rings);
+ z1 = sin(lat1);
+ zr1 = cos(lat1);
+
+ for(int j = 0; j <= slices; j++)
+ {
+ lng = 2 * PI * (float)(j - 1) / slices;
+ x = cos(lng);
+ y = sin(lng);
+
+ glNormal3f(x * zr0, y * zr0, z0);
+ glVertex3f(x * zr0, y * zr0, z0);
+
+ glNormal3f(x * zr1, y * zr1, z1);
+ glVertex3f(x * zr1, y * zr1, z1);
+ }
+ }
+ glEnd();
+ glPopMatrix();
+}
+
+// Draw sphere wires
+void DrawSphereWires(Vector3 centerPos, float radius, Color color)
+{
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ DrawSphere(centerPos, radius, color);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+}
+
+// Draw a cylinder/cone
+void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) // Could be used for pyramid and cone!
+{
+ static int count = 0;
+
+ Vector3 a = { position.x, position.y + height, position.z };
+ Vector3 d = { 0.0f, 1.0f, 0.0f };
+ Vector3 p;
+ Vector3 c = { a.x + (-d.x * height), a.y + (-d.y * height), a.z + (-d.z * height) }; //= a + (-d * h);
+ Vector3 e0 = VectorPerpendicular(d);
+ Vector3 e1 = VectorCrossProduct(e0, d);
+ float angInc = 360.0 / slices * DEG2RAD;
+
+ if (radiusTop == 0) // Draw pyramid or cone
+ {
+ //void drawCone(const Vector3 &d, const Vector3 &a, const float h, const float rd, const int n)
+ //d – axis defined as a normalized vector from base to apex
+ //a – position of apex (top point)
+ //h – height
+ //rd – radius of directrix
+ //n – number of radial "slices"
+
+ glPushMatrix();
+ //glTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ glRotatef(DEG2RAD*count, 0.0f, 1.0f, 0.0f);
+ //glScalef(1.0f, 1.0f, 1.0f);
+
+ // Draw cone top
+ glBegin(GL_TRIANGLE_FAN);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ glVertex3f(a.x, a.y, a.z);
+ for (int i = 0; i <= slices; i++)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ glVertex3f(p.x, p.y, p.z);
+ }
+ glEnd();
+
+ // Draw cone bottom
+ glBegin(GL_TRIANGLE_FAN);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ glVertex3f(c.x, c.y, c.z);
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ glVertex3f(p.x, p.y, p.z);
+ }
+ glEnd();
+
+ glPopMatrix();
+ }
+ else // Draw cylinder
+ {
+ glPushMatrix();
+ //glTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ glRotatef(DEG2RAD*count, 0.0f, 1.0f, 0.0f);
+ //glScalef(1.0f, 1.0f, 1.0f);
+
+ // Draw cylinder top (pointed cap)
+ glBegin(GL_TRIANGLE_FAN);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ glVertex3f(c.x, c.y + height, c.z);
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
+ glVertex3f(p.x, p.y, p.z);
+ }
+ glEnd();
+
+ // Draw cylinder sides
+ glBegin(GL_TRIANGLE_STRIP);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
+ glVertex3f(p.x, p.y, p.z);
+
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ glVertex3f(p.x, p.y, p.z);
+ }
+ glEnd();
+
+ // Draw cylinder bottom
+ glBegin(GL_TRIANGLE_FAN);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ glVertex3f(c.x, c.y, c.z);
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ glVertex3f(p.x, p.y, p.z);
+ }
+ glEnd();
+
+ glPopMatrix();
+ }
+
+ count += 1;
+}
+
+// Draw a cylinder/cone wires
+void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color)
+{
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ DrawCylinder(position, radiusTop, radiusBottom, height, slices, color);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+}
+
+// Draw a plane
+void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
+{
+ // NOTE: Plane is always created on XZ ground and then rotated
+ glPushMatrix();
+ glTranslatef(centerPos.x, centerPos.y, centerPos.z);
+
+ // TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
+ glRotatef(rotation.x, 1, 0, 0);
+ glRotatef(rotation.y, 0, 1, 0);
+ glRotatef(rotation.z, 0, 0, 1);
+ glScalef(size.x, 1.0f, size.y);
+
+ glBegin(GL_QUADS);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ glNormal3f(0.0f, 1.0f, 0.0f);
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.0f, -0.5f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.0f, -0.5f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.0f, 0.5f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.0f, 0.5f);
+ glEnd();
+
+ glPopMatrix();
+}
+
+// Draw a plane with divisions
+void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color)
+{
+ float quadWidth = size.x / slicesX;
+ float quadLenght = size.y / slicesZ;
+
+ float texPieceW = 1 / size.x;
+ float texPieceH = 1 / size.y;
+
+ // NOTE: Plane is always created on XZ ground and then rotated
+ glPushMatrix();
+ glTranslatef(-size.x / 2, 0.0f, -size.y / 2);
+ glTranslatef(centerPos.x, centerPos.y, centerPos.z);
+
+ // TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
+ glRotatef(rotation.x, 1, 0, 0);
+ glRotatef(rotation.y, 0, 1, 0);
+ glRotatef(rotation.z, 0, 0, 1);
+
+ glBegin(GL_QUADS);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ glNormal3f(0.0f, 1.0f, 0.0f);
+
+ for (int z = 0; z < slicesZ; z++)
+ {
+ for (int x = 0; x < slicesX; x++)
+ {
+ // Draw the plane quad by quad (with textcoords)
+ glTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
+ glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
+
+ glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
+ glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
+
+ glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
+ glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
+
+ glTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
+ glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
+ }
+ }
+ glEnd();
+
+ glPopMatrix();
+}
+
+// Draw a grid centered at (0, 0, 0)
+void DrawGrid(int slices, float spacing)
+{
+ int halfSlices = slices / 2;
+
+ //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
+ //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
+
+ glPushMatrix();
+ glScalef(spacing, 1.0f, spacing);
+
+ glBegin(GL_LINES);
+ for(int i = -halfSlices; i <= halfSlices; i++)
+ {
+ if (i == 0) glColor3f(0.5f, 0.5f, 0.5f);
+ else glColor3f(0.75f, 0.75f, 0.75f);
+
+ glVertex3f((float)i, 0.0f, (float)-halfSlices);
+ glVertex3f((float)i, 0.0f, (float)halfSlices);
+
+ glVertex3f((float)-halfSlices, 0.0f, (float)i);
+ glVertex3f((float)halfSlices, 0.0f, (float)i);
+ }
+ glEnd();
+
+ glPopMatrix();
+
+ //glDisable(GL_LINE_SMOOTH);
+}
+
+// Draw gizmo (with or without orbits)
+void DrawGizmo(Vector3 position, bool orbits)
+{
+ // NOTE: RGB = XYZ
+ float lenght = 1.0f;
+ float radius = 1.0f;
+
+ //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
+ //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
+
+ glPushMatrix();
+ glTranslatef(position.x, position.y, position.z);
+ //glRotatef(rotation, 0, 1, 0);
+ glScalef(lenght, lenght, lenght);
+
+ glBegin(GL_LINES);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(1.0f, 0.0f, 0.0f);
+
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, 1.0f, 0.0f);
+
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, 0.0f, 1.0f);
+ glEnd();
+
+ if (orbits)
+ {
+ glBegin(GL_LINE_LOOP);
+ glColor4f(1.0f, 0.0f, 0.0f, 0.4f);
+ for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, 0, cos(DEG2RAD*i) * radius);
+ glEnd();
+
+ glBegin(GL_LINE_LOOP);
+ glColor4f(0.0f, 1.0f, 0.0f, 0.4f);
+ for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius, 0);
+ glEnd();
+
+ glBegin(GL_LINE_LOOP);
+ glColor4f(0.0f, 0.0f, 1.0f, 0.4f);
+ for (int i=0; i < 360; i++) glVertex3f(0, sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
+ glEnd();
+ }
+
+ glPopMatrix();
+
+ //glDisable(GL_LINE_SMOOTH);
+}
+
+// Load a 3d model (.OBJ)
+// TODO: Add comments explaining this function process
+Model LoadModel(const char *fileName)
+{
+ Model model;
+
+ char dataType;
+ char comments[200];
+
+ int numVertex = 0;
+ int numNormals = 0;
+ int numTexCoords = 0;
+ int numTriangles = 0;
+
+ FILE* objfile;
+
+ objfile = fopen(fileName, "rt");
+
+ while(!feof(objfile))
+ {
+ fscanf(objfile, "%c", &dataType);
+
+ switch(dataType)
+ {
+ case '#': // It's a comment
+ {
+ fgets(comments, 200, objfile);
+ } break;
+ case 'v':
+ {
+ fscanf(objfile, "%c", &dataType);
+
+ if (dataType == 't') // Read texCoord
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+
+ while (dataType == 'v')
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+ }
+
+ if (dataType == '#')
+ {
+ fscanf(objfile, "%i", &numTexCoords);
+ }
+ else printf("Ouch! Something was wrong...");
+
+ fgets(comments, 200, objfile);
+ }
+ else if (dataType == 'n') // Read normals
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+
+ while (dataType == 'v')
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+ }
+
+ if (dataType == '#')
+ {
+ fscanf(objfile, "%i", &numNormals);
+ }
+ else printf("Ouch! Something was wrong...");
+
+ fgets(comments, 200, objfile);
+ }
+ else // Read vertex
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+
+ while (dataType == 'v')
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+ }
+
+ if (dataType == '#')
+ {
+ fscanf(objfile, "%i", &numVertex);
+ }
+ else printf("Ouch! Something was wrong...");
+
+ fgets(comments, 200, objfile);
+ }
+ } break;
+ case 'f':
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+
+ while (dataType == 'f')
+ {
+ fgets(comments, 200, objfile);
+ fscanf(objfile, "%c", &dataType);
+ }
+
+ if (dataType == '#')
+ {
+ fscanf(objfile, "%i", &numTriangles);
+ }
+ else printf("Ouch! Something was wrong...");
+
+ fgets(comments, 200, objfile);
+
+ } break;
+ default: break;
+ }
+ }
+
+ Vector3 midVertices[numVertex];
+ Vector3 midNormals[numNormals];
+ Vector2 midTexCoords[numTexCoords];
+
+ model.numVertices = numTriangles*3;
+
+ model.vertices = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
+ model.normals = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
+ model.texcoords = (Vector2 *)malloc(model.numVertices * sizeof(Vector2));
+
+ int countVertex = 0;
+ int countNormals = 0;
+ int countTexCoords = 0;
+
+ int countMaxVertex = 0;
+
+ rewind(objfile);
+
+ while(!feof(objfile))
+ {
+ fscanf(objfile, "%c", &dataType);
+
+ switch(dataType)
+ {
+ case '#':
+ {
+ fgets(comments, 200, objfile);
+ } break;
+ case 'v':
+ {
+ fscanf(objfile, "%c", &dataType);
+
+ if (dataType == 't') // Read texCoord
+ {
+ float useless = 0;
+
+ fscanf(objfile, "%f %f %f", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y, &useless);
+ countTexCoords++;
+
+ fscanf(objfile, "%c", &dataType);
+ }
+ else if (dataType == 'n') // Read normals
+ {
+ fscanf(objfile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z );
+ countNormals++;
+
+ fscanf(objfile, "%c", &dataType);
+ }
+ else // Read vertex
+ {
+ fscanf(objfile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z );
+ countVertex++;
+
+ fscanf(objfile, "%c", &dataType);
+ }
+ } break;
+ case 'f':
+ {
+ int vNum, vtNum, vnNum;
+ fscanf(objfile, "%c", &dataType);
+ fscanf(objfile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
+
+ model.vertices[countMaxVertex] = midVertices[vNum-1];
+ model.normals[countMaxVertex] = midNormals[vnNum-1];
+ model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x;
+ model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
+ countMaxVertex++;
+
+ fscanf(objfile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
+
+ model.vertices[countMaxVertex] = midVertices[vNum-1];
+ model.normals[countMaxVertex] = midNormals[vnNum-1];
+ model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x;
+ model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
+ countMaxVertex++;
+
+ fscanf(objfile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
+
+ model.vertices[countMaxVertex] = midVertices[vNum-1];
+ model.normals[countMaxVertex] = midNormals[vnNum-1];
+ model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x;
+ model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
+ countMaxVertex++;
+ } break;
+ default: break;
+ }
+ }
+
+ fclose(objfile);
+
+ return model;
+}
+
+// Unload 3d model from memory
+void UnloadModel(Model model)
+{
+ free(model.vertices);
+ free(model.texcoords);
+ free(model.normals);
+}
+
+// Draw a model
+void DrawModel(Model model, Vector3 position, float scale, Color color)
+{
+ // NOTE: For models we use Vertex Arrays (OpenGL 1.1)
+ static float rotation = 0;
+
+ glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
+ glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
+
+ glVertexPointer(3, GL_FLOAT, 0, model.vertices); // Pointer to vertex coords array
+ glTexCoordPointer(2, GL_FLOAT, 0, model.texcoords); // Pointer to texture coords array
+ glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array
+ //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED)
+
+ glPushMatrix();
+ glTranslatef(position.x, position.y, position.z);
+ glRotatef(rotation * GetFrameTime(), 0, 1, 0);
+ glScalef(scale, scale, scale);
+
+ glColor4ub(color.r, color.g, color.b, color.a);
+
+ glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
+ glPopMatrix();
+
+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
+ glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
+
+ rotation += 10;
+}
+
+// Draw a textured model
+void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint)
+{
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, texture.glId);
+
+ DrawModel(model, position, scale, tint);
+
+ glDisable(GL_TEXTURE_2D);
+}
+
+// Draw a model wires
+void DrawModelWires(Model model, Vector3 position, float scale, Color color)
+{
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ DrawModel(model, position, scale, color);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+}
+
+// Draw a billboard
+void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint)
+{
+ // NOTE: Billboard size will represent the width, height maintains aspect ratio
+ Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
+ Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
+ Vector3 rotation = { 90, 0, 0 };
+
+ // TODO: Calculate Y rotation to face always camera (use matrix)
+ // OPTION: Lock Y-axis
+
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, texture.glId);
+
+ DrawPlane(centerPos, sizeRatio, rotation, tint); // TODO: Review this function...
+
+ glDisable(GL_TEXTURE_2D);
+}
+
+// Draw a billboard (part of a texture defined by a rectangle)
+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
+{
+ // NOTE: Billboard size will represent the width, height maintains aspect ratio
+ Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
+ Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
+ Vector3 rotation = { 90, 0, 0 };
+
+ // TODO: Calculate Y rotation to face always camera (use matrix)
+ // OPTION: Lock Y-axis
+
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, texture.glId);
+
+ // TODO: DrawPlane with correct textcoords for source rec.
+
+ glDisable(GL_TEXTURE_2D);
+}
+
+// Draw a heightmap using a provided image data
+void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color)
+{
+ // NOTE: Pixel-data is interpreted as grey-scale (even being a color image)
+ // NOTE: Heightmap resolution will depend on image size (one quad per pixel)
+
+ // TODO: Review how this function works... probably we need:
+ // Model LoadHeightmap(Image image, Vector3 resolution);
+
+ // NOTE: We are allocating and de-allocating vertex data every frame! --> framerate drops 80%! CRAZY!
+ Vector3 *terrainVertex = (Vector3 *)malloc(heightmap.width * heightmap.height * sizeof(Vector3));
+
+ for (int z = 0; z < heightmap.height; z++)
+ {
+ for (int x = 0; x < heightmap.width; x++)
+ {
+ terrainVertex[z*heightmap.height + x].x = (float)(x*scale.x);
+ terrainVertex[z*heightmap.height + x].y = ((float)heightmap.pixels[z*heightmap.height + x].r +
+ (float)heightmap.pixels[z*heightmap.height + x].g +
+ (float)heightmap.pixels[z*heightmap.height + x].b) / 3 * scale.y;
+ terrainVertex[z*heightmap.height + x].z = (float)(-z*scale.z);
+ }
+ }
+
+ // TODO: Texture coordinates and normals computing
+
+ for (int z = 0; z < heightmap.height-1; z++)
+ {
+ glBegin(GL_TRIANGLE_STRIP);
+ for (int x = 0; x < heightmap.width; x++)
+ {
+ glColor3f((float)heightmap.pixels[z*heightmap.height + x].r / 255.0f,
+ (float)heightmap.pixels[z*heightmap.height + x].g / 255.0f,
+ (float)heightmap.pixels[z*heightmap.height + x].b / 255.0f);
+
+ glVertex3f(terrainVertex[z*heightmap.height + x].x, terrainVertex[z*heightmap.height + x].y, terrainVertex[z*heightmap.height + x].z);
+ glVertex3f(terrainVertex[(z+1)*heightmap.height + x].x, terrainVertex[(z+1)*heightmap.height + x].y, terrainVertex[(z+1)*heightmap.height + x].z);
+ }
+ glEnd();
+ }
+
+ free(terrainVertex);
+}
+
+void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint)
+{
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, texture.glId);
+
+ // NOTE: No texture coordinates or normals defined at this moment...
+ DrawHeightmap(heightmap, centerPos, scale, tint);
+
+ glDisable(GL_TEXTURE_2D);
+} \ No newline at end of file