raylib 1.1

View CHANGELOG for a detailed list of changes
This commit is contained in:
raysan5 2014-04-19 16:36:49 +02:00
parent 650a8f7f15
commit f06a15ac8b
17 changed files with 1573 additions and 1114 deletions

View file

@ -25,9 +25,9 @@
#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 <string.h> // Required for strcmp()
#include <math.h> // Used for sin, cos, tan
#include "raymath.h" // Required for data type Matrix and Matrix functions
@ -52,6 +52,7 @@
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
static VertexData LoadOBJ(const char *fileName);
//----------------------------------------------------------------------------------
// Module Functions Definition
@ -67,9 +68,9 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c
rlPushMatrix();
// NOTE: Be careful! Function order matters (scale, translate, rotate)
//rlScalef(2.0f, 2.0f, 2.0f);
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
//rlTranslatef(0.0f, 0.0f, 0.0f);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_TRIANGLES);
@ -215,9 +216,9 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
float y = position.y;
float z = position.z;
rlEnableTexture(texture.glId);
rlEnableTexture(texture.id);
rlPushMatrix();
//rlPushMatrix();
// NOTE: Be careful! Function order matters (scale, translate, rotate)
//rlScalef(2.0f, 2.0f, 2.0f);
//rlTranslatef(2.0f, 0.0f, 0.0f);
@ -262,7 +263,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
rlEnd();
rlPopMatrix();
//rlPopMatrix();
rlDisableTexture();
}
@ -278,13 +279,13 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
{
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
//rlRotatef(rotation, 0, 1, 0);
rlScalef(radius, radius, radius);
//rlRotatef(rotation, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for(int i = 0; i < 2 * rings + 1; i ++)
for(int i = 0; i < 2 * rings + 1; i++)
{
for(int j = 0; j < slices; j++)
{
@ -317,14 +318,14 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
//rlRotatef(rotation, 0, 1, 0);
//rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
//rlRotatef(rotation, 0, 1, 0);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for(int i = 0; i < 2 * rings + 1; i ++)
for(int i = 0; i < 2 * rings + 1; i++)
{
for(int j = 0; j < slices; j++)
{
@ -447,12 +448,12 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
// NOTE: Plane is always created on XZ ground and then rotated
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(size.x, 1.0f, size.y);
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
rlRotatef(rotation.x, 1, 0, 0);
rlRotatef(rotation.y, 0, 1, 0);
rlRotatef(rotation.z, 0, 0, 1);
rlScalef(size.x, 1.0f, size.y);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -568,14 +569,13 @@ void DrawGizmo(Vector3 position)
rlPopMatrix();
}
void DrawGizmoEx(Vector3 position, Vector3 rot, float scale, bool orbits)
{
static float rotation = 0;
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale)
{
// NOTE: RGB = XYZ
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlRotatef(rotation, 0, 1, 0);
rlScalef(scale, scale, scale);
rlRotatef(rotation.y, 0, 1, 0);
rlBegin(RL_LINES);
// X Axis
@ -612,43 +612,327 @@ void DrawGizmoEx(Vector3 position, Vector3 rot, float scale, bool orbits)
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x - .1, position.y, position.z - .9);
// Extra
if(orbits)
int n = 3;
// X Axis
for (int i=0; i < 360; i += 6)
{
int n = 3;
// X Axis
for (int i=0; i < 360; i += 6)
{
rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n);
rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n);
}
// Y Axis
for (int i=0; i < 360; i += 6)
{
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n);
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, 0, position.y + cos(DEG2RAD*(i+6)) * scale/n);
}
// Z Axis
for (int i=0; i < 360; i += 6)
{
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0);
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n, 0);
}
rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n);
rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n);
}
// Y Axis
for (int i=0; i < 360; i += 6)
{
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n);
rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, 0, position.y + cos(DEG2RAD*(i+6)) * scale/n);
}
// Z Axis
for (int i=0; i < 360; i += 6)
{
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0);
rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n, 0);
}
rlEnd();
rlPopMatrix();
rotation += 0.1f;
}
// Load a 3d model (.OBJ)
// TODO: Add comments explaining this function process
// Load a 3d model
Model LoadModel(const char *fileName)
{
VertexData vData;
if (strcmp(GetExtension(fileName),"obj") == 0) vData = LoadOBJ(fileName);
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
Model model;
model.mesh = vData; // Model mesh is vertex data
model.textureId = 0;
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO
model.textureId = 1; // Default whiteTexture
// Now that vertex data is uploaded to GPU, we can free arrays
//free(vData.vertices);
//free(vData.texcoords);
//free(vData.normals);
#endif
return model;
}
// Load a heightmap image as a 3d model
Model LoadHeightmap(Image heightmap, float maxHeight)
{
VertexData vData;
int mapX = heightmap.width;
int mapZ = heightmap.height;
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
vData.vertexCount = numTriangles*3;
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
int trisCounter = 0;
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
//----------------------------------------------------------
// one triangle - 3 vertex
vData.vertices[vCounter] = x;
vData.vertices[vCounter + 1] = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor;
vData.vertices[vCounter + 2] = z;
vData.vertices[vCounter + 3] = x;
vData.vertices[vCounter + 4] = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor;
vData.vertices[vCounter + 5] = z+1;
vData.vertices[vCounter + 6] = x+1;
vData.vertices[vCounter + 7] = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor;
vData.vertices[vCounter + 8] = z;
// another triangle - 3 vertex
vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6];
vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7];
vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8];
vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3];
vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4];
vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5];
vData.vertices[vCounter + 15] = x+1;
vData.vertices[vCounter + 16] = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor;
vData.vertices[vCounter + 17] = z+1;
vCounter += 18; // 6 vertex, 18 floats
// Fill texcoords array with data
//--------------------------------------------------------------
vData.texcoords[tcCounter] = (float)x / (mapX-1);
vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
vData.texcoords[tcCounter + 2] = (float)x / (mapX-1);
vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4];
vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5];
vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2];
vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 1];
vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1);
vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1);
tcCounter += 12; // 6 texcoords, 12 floats
// Fill normals array with data
//--------------------------------------------------------------
// NOTE: Current Model implementation doe not use normals!
for (int i = 0; i < 18; i += 3)
{
vData.normals[nCounter + i] = 0.0f;
vData.normals[nCounter + i + 1] = 1.0f;
vData.normals[nCounter + i + 2] = 0.0f;
}
// TODO: Calculate normals in an efficient way
nCounter += 18; // 6 vertex, 18 floats
trisCounter += 2;
}
}
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model;
model.mesh = vData; // Model mesh is vertex data
model.textureId = 0;
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO
model.textureId = 1; // Default whiteTexture
// Now that vertex data is uploaded to GPU, we can free arrays
//free(vData.vertices);
//free(vData.texcoords);
//free(vData.normals);
#endif
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
rlDeleteVertexArrays(model.vaoId);
#endif
}
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0) model->textureId = 1; // Default white texture (use mesh color)
else model->textureId = texture.id;
}
// Draw a model (with texture if set)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotation = { 0, 0, 0 };
rlglDrawModel(model, position, rotation, vScale, tint, false);
}
// Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint)
{
rlglDrawModel(model, position, rotation, scale, tint, false);
}
// Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotation = { 0, 0, 0 };
rlglDrawModel(model, position, rotation, vScale, color, true);
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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);
rlEnableTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 1.0f, 0.0f);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
rlEnd();
rlDisableTexture();
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
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);
rlEnableTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex3f(a.x, a.y, a.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex3f(b.x, b.y, b.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex3f(c.x, c.y, c.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex3f(d.x, d.y, d.z);
rlEnd();
rlDisableTexture();
}
// 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);
}
// Load OBJ mesh data
static VertexData LoadOBJ(const char *fileName)
{
VertexData vData;
char dataType;
char comments[200];
@ -661,6 +945,8 @@ Model LoadModel(const char *fileName)
objFile = fopen(fileName, "rt");
// First pass over all file to get numVertex, numNormals, numTexCoords, numTriangles
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
@ -671,7 +957,14 @@ Model LoadModel(const char *fileName)
{
fgets(comments, 200, objFile);
} break;
case 'v':
case 'o': // New object
{
// TODO: Read multiple objects, we need to know numMeshes + verticesPerMesh
// NOTE: One OBJ file can contain multible meshes defined, one after every 'o'
} break;
case 'v':
{
fscanf(objFile, "%c", &dataType);
@ -753,15 +1046,18 @@ Model LoadModel(const char *fileName)
}
}
Vector3 midVertices[numVertex];
Vector3 midNormals[numNormals];
Vector2 midTexCoords[numTexCoords];
// Once we know the number of vertices to store, we create required arrays
Vector3 *midVertices = (Vector3 *)malloc(numVertex*sizeof(Vector3));
Vector3 *midNormals = (Vector3 *)malloc(numNormals*sizeof(Vector3));
Vector2 *midTexCoords = (Vector2 *)malloc(numTexCoords*sizeof(Vector2));
vData.numVertices = numTriangles*3;
vData.vertexCount = numTriangles*3;
vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float));
vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float));
// Additional arrays to store vertex data as floats
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.colors = (float *)malloc(vData.vertexCount * 4 * sizeof(float));
int countVertex = 0;
int countNormals = 0;
@ -771,8 +1067,9 @@ Model LoadModel(const char *fileName)
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
rewind(objFile);
rewind(objFile); // Return to the beginning of the file, to read again
// Reading again file to get vertex data
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
@ -872,274 +1169,16 @@ Model LoadModel(const char *fileName)
fclose(objFile);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model;
#ifdef USE_OPENGL_11
model.data = vData; // model data is vertex data
#else
model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO
// NOTE: We set all vertex colors to white
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 1.0f;
// Now that vertex data is uploaded to GPU, we can free arrays
free(vData.vertices);
free(vData.texcoords);
free(vData.normals);
#endif
return model;
}
// Load a heightmap image as a 3d model
Model LoadHeightmap(Image heightmap, float maxHeight)
{
VertexData vData;
int mapX = heightmap.width;
int mapZ = heightmap.height;
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
vData.numVertices = numTriangles*3;
vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float));
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
int trisCounter = 0;
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
//----------------------------------------------------------
// one triangle - 3 vertex
vData.vertices[vCounter] = x;
vData.vertices[vCounter + 1] = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor;
vData.vertices[vCounter + 2] = z;
vData.vertices[vCounter + 3] = x;
vData.vertices[vCounter + 4] = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor;
vData.vertices[vCounter + 5] = z+1;
vData.vertices[vCounter + 6] = x+1;
vData.vertices[vCounter + 7] = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor;
vData.vertices[vCounter + 8] = z;
// another triangle - 3 vertex
vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6];
vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7];
vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8];
vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3];
vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4];
vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5];
vData.vertices[vCounter + 15] = x+1;
vData.vertices[vCounter + 16] = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor;
vData.vertices[vCounter + 17] = z+1;
vCounter += 18; // 6 vertex, 18 floats
// Fill texcoords array with data
//--------------------------------------------------------------
vData.texcoords[tcCounter] = (float)x / (mapX-1);
vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
vData.texcoords[tcCounter + 2] = (float)x / (mapX-1);
vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4];
vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5];
vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2];
vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 1];
vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1);
vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1);
tcCounter += 12; // 6 texcoords, 12 floats
// Fill normals array with data
//--------------------------------------------------------------
// TODO: Review normals calculation
for (int i = 0; i < 18; i += 3)
{
vData.normals[nCounter + i] = 0.0f;
vData.normals[nCounter + i + 1] = 1.0f;
vData.normals[nCounter + i + 2] = 0.0f;
}
nCounter += 18; // 6 vertex, 18 floats
trisCounter += 2;
}
}
// Now we can free temp mid* arrays
free(midVertices);
free(midNormals);
free(midTexCoords);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model;
#ifdef USE_OPENGL_11
model.data = vData; // model data is vertex data
#else
model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO
// Now that vertex data is uploaded to GPU, we can free arrays
free(vData.vertices);
free(vData.texcoords);
free(vData.normals);
#endif
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
#ifdef USE_OPENGL_11
free(model.data.vertices);
free(model.data.texcoords);
free(model.data.normals);
#endif
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
rlDeleteVertexArrays(model.vaoId);
#endif
}
// Draw a model
void DrawModel(Model model, Vector3 position, float scale, Color color)
{
rlglDrawModel(model, position, scale, false);
}
// Draw a textured model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint)
{
rlEnableTexture(texture.glId);
TraceLog(INFO, "[%s] Model loaded successfully in RAM (CPU)", fileName);
DrawModel(model, position, scale, tint);
rlDisableTexture();
}
// Draw a model wires
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
rlglDrawModel(model, position, scale, true);
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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);
rlEnableTexture(texture.glId);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 1.0f, 0.0f);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
rlEnd();
rlDisableTexture();
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
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);
rlEnableTexture(texture.glId);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex3f(a.x, a.y, a.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex3f(b.x, b.y, b.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex3f(c.x, c.y, c.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex3f(d.x, d.y, d.z);
rlEnd();
rlDisableTexture();
}
// 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);
return vData;
}