Update to version 1.0.6

Check CHANGELOG for the list of changes in this release!
This commit is contained in:
raysan5 2014-03-16 20:59:02 +01:00
parent 0a71a92eeb
commit a68818e320
17 changed files with 652 additions and 175 deletions

View file

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