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| author | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
| commit | 46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch) | |
| tree | da74ac29ab65c9c6fa82a36cadd796091a14d71f /src/models.c | |
| parent | cbbf800bb838431a626b232df8eb5db4e0a7e150 (diff) | |
| download | raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip | |
raylib basic folders structure and some files... ;)
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 819 |
1 files changed, 819 insertions, 0 deletions
diff --git a/src/models.c b/src/models.c new file mode 100644 index 00000000..af5012eb --- /dev/null +++ b/src/models.c @@ -0,0 +1,819 @@ +/********************************************************************************************* +* +* 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); +}
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