Update to version 1.0.6
Check CHANGELOG for the list of changes in this release!
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17 changed files with 652 additions and 175 deletions
185
src/models.c
185
src/models.c
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@ -39,7 +39,14 @@
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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// Matrix type (OpenGL style 4x4 - right handed)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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@ -50,13 +57,15 @@
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static float GetHeightValue(Color pixel);
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static void MatrixTranspose(Matrix *mat);
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static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw cube
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// NOTE: Cube position is de center position
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// NOTE: Cube position is the center position
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
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{
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glPushMatrix();
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@ -664,7 +673,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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Model model;
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int mapX = heightmap.width;
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int mapZ = heightmap.height;
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int mapZ = heightmap.height;
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// NOTE: One vertex per pixel
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// TODO: Consider resolution when generating model data?
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@ -681,11 +690,11 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
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for(int z = 0; z < mapZ-1; z++)
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{
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for(int x = 0; x < mapX-1; x++)
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{
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// Fill vertices array with data
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for(int z = 0; z < mapZ-1; z++)
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{
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for(int x = 0; x < mapX-1; x++)
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{
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// Fill vertices array with data
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//----------------------------------------------------------
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// one triangle - 3 vertex
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@ -738,8 +747,8 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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vCounter += 6;
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trisCounter += 2;
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}
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}
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}
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}
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return model;
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}
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@ -805,47 +814,165 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
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}
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// Draw a billboard
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
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{
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// NOTE: Billboard size will represent the width, height maintains aspect ratio
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Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
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// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
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Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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Vector3 rotation = { 90, 0, 0 };
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// TODO: Calculate Y rotation to face always camera (use matrix)
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// OPTION: Lock Y-axis
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Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
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MatrixTranspose(&viewMatrix);
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Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
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Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
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/*
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d-------c
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| * |
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a-------b
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*/
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VectorScale(&right, sizeRatio.x/2);
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VectorScale(&up, sizeRatio.y/2);
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Vector3 p1 = VectorAdd(right, up);
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Vector3 p2 = VectorSubtract(right, up);
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Vector3 a = VectorSubtract(center, p2);
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Vector3 b = VectorAdd(center, p1);
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Vector3 c = VectorAdd(center, p2);
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Vector3 d = VectorSubtract(center, p1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture.glId);
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DrawPlane(centerPos, sizeRatio, rotation, tint); // TODO: Review this function...
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glBegin(GL_QUADS);
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glColor4ub(tint.r, tint.g, tint.b, tint.a);
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glNormal3f(0.0f, 1.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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// Draw a billboard (part of a texture defined by a rectangle)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
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{
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// NOTE: Billboard size will represent the width, height maintains aspect ratio
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//Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
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//Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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//Vector3 rotation = { 90, 0, 0 };
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// TODO: Calculate Y rotation to face always camera (use matrix)
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// OPTION: Lock Y-axis
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// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
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Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
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glEnable(GL_TEXTURE_2D);
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Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
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MatrixTranspose(&viewMatrix);
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Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
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Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
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/*
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d-------c
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| * |
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a-------b
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*/
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VectorScale(&right, sizeRatio.x/2);
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VectorScale(&up, sizeRatio.y/2);
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Vector3 p1 = VectorAdd(right, up);
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Vector3 p2 = VectorSubtract(right, up);
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Vector3 a = VectorSubtract(center, p2);
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Vector3 b = VectorAdd(center, p1);
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Vector3 c = VectorAdd(center, p2);
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Vector3 d = VectorSubtract(center, p1);
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glEnable(GL_TEXTURE_2D); // Enable textures usage
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glBindTexture(GL_TEXTURE_2D, texture.glId);
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// TODO: DrawPlane with correct textcoords for source rec.
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glBegin(GL_QUADS);
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glColor4ub(tint.r, tint.g, tint.b, tint.a);
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// Bottom-left corner for texture and quad
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glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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glVertex3f(a.x, a.y, a.z);
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// Bottom-right corner for texture and quad
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glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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glVertex3f(b.x, b.y, b.z);
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// Top-right corner for texture and quad
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glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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glVertex3f(c.x, c.y, c.z);
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// Top-left corner for texture and quad
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glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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glVertex3f(d.x, d.y, d.z);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D); // Disable textures usage
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}
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// Get current vertex y altitude (proportional to pixel colors in grayscale)
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static float GetHeightValue(Color pixel)
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{
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return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
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}
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// Returns camera look-at matrix (view matrix)
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static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
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{
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Matrix result;
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Vector3 z = VectorSubtract(eye, target);
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VectorNormalize(&z);
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Vector3 x = VectorCrossProduct(up, z);
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VectorNormalize(&x);
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Vector3 y = VectorCrossProduct(z, x);
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VectorNormalize(&y);
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result.m0 = x.x;
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result.m1 = x.y;
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result.m2 = x.z;
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result.m3 = -((x.x * eye.x) + (x.y * eye.y) + (x.z * eye.z));
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result.m4 = y.x;
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result.m5 = y.y;
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result.m6 = y.z;
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result.m7 = -((y.x * eye.x) + (y.y * eye.y) + (y.z * eye.z));
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result.m8 = z.x;
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result.m9 = z.y;
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result.m10 = z.z;
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result.m11 = -((z.x * eye.x) + (z.y * eye.y) + (z.z * eye.z));
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result.m12 = 0;
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result.m13 = 0;
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result.m14 = 0;
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result.m15 = 1;
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return result;
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}
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// Transposes provided matrix
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static void MatrixTranspose(Matrix *mat)
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{
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Matrix temp;
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temp.m0 = mat->m0;
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temp.m1 = mat->m4;
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temp.m2 = mat->m8;
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temp.m3 = mat->m12;
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temp.m4 = mat->m1;
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temp.m5 = mat->m5;
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temp.m6 = mat->m9;
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temp.m7 = mat->m13;
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temp.m8 = mat->m2;
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temp.m9 = mat->m6;
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temp.m10 = mat->m10;
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temp.m11 = mat->m14;
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temp.m12 = mat->m3;
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temp.m13 = mat->m7;
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temp.m14 = mat->m11;
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temp.m15 = mat->m15;
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*mat = temp;
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}
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