mirror of
https://github.com/raysan5/raylib.git
synced 2026-02-06 06:09:17 -05:00
First working version of IQM animations
Still a work in progress but it already works... Current riqm API could be simplified...
This commit is contained in:
@ -73,36 +73,10 @@ typedef struct Animation {
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Pose **framepose;
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} Animation;
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typedef struct AnimatedMesh {
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//Mesh mesh;
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// Mesh struct defines:
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//-------------------------
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int vertexCount;
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int triangleCount;
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float *vertices;
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float *normals;
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float *texcoords;
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unsigned short *triangles; //equivalent to mes.indices
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unsigned int vaoId;
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unsigned int vboId[7];
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//-------------------------
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char name[MESH_NAME_LENGTH];
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float *animVertices;
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float *animNormals;
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float *weightBias;
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int *weightId;
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} AnimatedMesh;
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// Animated Model type
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typedef struct AnimatedModel {
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int meshCount;
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AnimatedMesh *mesh;
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Mesh *mesh;
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int materialCount;
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int *meshMaterialId;
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@ -125,15 +99,14 @@ RIQMDEF void UnloadAnimatedModel(AnimatedModel model);
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RIQMDEF Animation LoadAnimation(const char *filename);
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RIQMDEF void UnloadAnimation(Animation anim);
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RIQMDEF AnimatedModel AnimatedModelAddTexture(AnimatedModel model,const char *filename); // GENERIC!
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RIQMDEF AnimatedModel SetMeshMaterial(AnimatedModel model,int meshid, int textureid); // GENERIC!
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RIQMDEF AnimatedModel AnimatedModelAddTexture(AnimatedModel model, const char *filename); // GENERIC!
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RIQMDEF AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid); // GENERIC!
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// Usage functionality
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RIQMDEF bool CheckSkeletonsMatch(AnimatedModel model, Animation anim);
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RIQMDEF void AnimateModel(AnimatedModel model, Animation anim, int frame);
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RIQMDEF void DrawAnimatedModel(AnimatedModel model,Vector3 position,float scale,Color tint);
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RIQMDEF void DrawAnimatedModelEx(AnimatedModel model,Vector3 position,Vector3 rotationAxis,float rotationAngle, Vector3 scale,Color tint);
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RIQMDEF void DrawAnimatedModel(AnimatedModel model, Vector3 position, float scale, Color tint);
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RIQMDEF void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);
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#endif // RIQM_H
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@ -153,10 +126,6 @@ RIQMDEF void DrawAnimatedModelEx(AnimatedModel model,Vector3 position,Vector3 ro
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#include <string.h> // Required for: strncmp(),strcpy()
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#include "raymath.h" // Required for: Vector3, Quaternion functions
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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#include "glad.h" // Required for OpenGL functions > TO BE REMOVED!
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@ -253,412 +222,8 @@ typedef enum {
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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void rlLoadAnimatedMesh(AnimatedMesh *amesh, bool dynamic);
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void rlUnloadAnimatedMesh(AnimatedMesh *amesh);
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void rlUpdateAnimatedMesh(AnimatedMesh *amesh);
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void rlDrawAnimatedMesh(AnimatedMesh amesh, Material material, Matrix transform);
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static AnimatedModel LoadIQM(const char *filename);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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void rlLoadAnimatedMesh(AnimatedMesh *amesh, bool dynamic)
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{
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amesh->vaoId = 0; // Vertex Array Object
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amesh->vboId[0] = 0; // Vertex positions VBO << these are the animated vertices in animVertices
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amesh->vboId[1] = 0; // Vertex texcoords VBO
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amesh->vboId[2] = 0; // Vertex normals VBO << these are the animated normals in animNormals
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amesh->vboId[3] = 0; // Vertex colors VBO
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amesh->vboId[4] = 0; // Vertex tangents VBO UNUSED
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amesh->vboId[5] = 0; // Vertex texcoords2 VBO UNUSED
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amesh->vboId[6] = 0; // Vertex indices VBO
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#if defined(GRAPHICS_API_OPENGL_11)
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TraceLog(LOG_WARNING, "OGL 11");
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#endif
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#if defined(GRAPHICS_API_OPENGL_21)
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TraceLog(LOG_WARNING, "OGL 21");
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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TraceLog(LOG_WARNING, "OGL 33");
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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TraceLog(LOG_WARNING, "OGL ES2");
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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int drawHint = GL_STATIC_DRAW;
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if (dynamic) drawHint = GL_DYNAMIC_DRAW;
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//if (vaoSupported)
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{
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// Initialize Quads VAO (Buffer A)
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glGenVertexArrays(1, &amesh->vaoId);
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glBindVertexArray(amesh->vaoId);
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}
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// NOTE: Attributes must be uploaded considering default locations points
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// Enable vertex attributes: position (shader-location = 0)
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glGenBuffers(1, &amesh->vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, amesh->vboId[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*amesh->vertexCount, amesh->animVertices, drawHint);
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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glGenBuffers(1, &amesh->vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, amesh->vboId[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*amesh->vertexCount, amesh->texcoords, drawHint);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(1);
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// Enable vertex attributes: normals (shader-location = 2)
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if (amesh->animNormals != NULL)
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{
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glGenBuffers(1, &amesh->vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, amesh->vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*amesh->vertexCount, amesh->animNormals, drawHint);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(2);
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}
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// colors UNUSED
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/*
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// Default color vertex attribute (shader-location = 3)
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if (mesh->colors != NULL)
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{
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glGenBuffers(1, &amesh->vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, amesh->vboId[3]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(3);
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}
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else
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{
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// Default color vertex attribute set to WHITE
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glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(3);
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}
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*/
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// colors to default
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glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
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glDisableVertexAttribArray(3);
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// tangents UNUSED
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/*
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// Default tangent vertex attribute (shader-location = 4)
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if (mesh->tangents != NULL)
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{
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glGenBuffers(1, &mesh->vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
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glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(4);
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}
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else
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{
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// Default tangents vertex attribute
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glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
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glDisableVertexAttribArray(4);
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}
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*/
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// tangents to default
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glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
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glDisableVertexAttribArray(4);
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// texcoords2 UNUSED
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/*
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// Default texcoord2 vertex attribute (shader-location = 5)
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if (mesh->texcoords2 != NULL)
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{
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glGenBuffers(1, &mesh->vboId[5]);
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glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
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glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(5);
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}
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else
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{
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// Default texcoord2 vertex attribute
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glVertexAttrib2f(5, 0.0f, 0.0f);
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glDisableVertexAttribArray(5);
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}
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*/
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// texcoords2 to default
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glVertexAttrib2f(5, 0.0f, 0.0f);
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glDisableVertexAttribArray(5);
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if (amesh->triangles != NULL)
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{
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glGenBuffers(1, &amesh->vboId[6]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, amesh->vboId[6]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*amesh->triangleCount*3, amesh->triangles, GL_STATIC_DRAW);
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}
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if (amesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", amesh->vaoId);
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else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
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#endif
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}
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// Unload mesh data from CPU and GPU
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void rlUnloadAnimatedMesh(AnimatedMesh *amesh)
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{
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if (amesh->vertices != NULL) free(amesh->vertices);
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if (amesh->animVertices != NULL) free(amesh->animVertices);
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if (amesh->texcoords != NULL) free(amesh->texcoords);
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if (amesh->normals != NULL) free(amesh->normals);
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if (amesh->animNormals != NULL) free(amesh->animNormals);
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// if (mesh->colors != NULL) free(mesh->colors);
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// if (mesh->tangents != NULL) free(mesh->tangents);
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// if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
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if (amesh->triangles != NULL) free(amesh->triangles);
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if (amesh->weightId != NULL) free(amesh->weightId);
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if (amesh->weightBias != NULL) free(amesh->weightBias);
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rlDeleteBuffers(amesh->vboId[0]); // vertex
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rlDeleteBuffers(amesh->vboId[1]); // texcoords
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rlDeleteBuffers(amesh->vboId[2]); // normals
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rlDeleteBuffers(amesh->vboId[3]); // colors
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rlDeleteBuffers(amesh->vboId[4]); // tangents
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rlDeleteBuffers(amesh->vboId[5]); // texcoords2
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rlDeleteBuffers(amesh->vboId[6]); // indices
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rlDeleteVertexArrays(amesh->vaoId);
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}
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// Update vertex and normal data into GPU
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void rlUpdateAnimatedMesh(AnimatedMesh *amesh)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Activate mesh VAO
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glBindVertexArray(amesh->vaoId);
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// Update positions data
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glBindBuffer(GL_ARRAY_BUFFER, amesh->vboId[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*amesh->vertexCount, amesh->animVertices);
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// Update normals data
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glBindBuffer(GL_ARRAY_BUFFER, amesh->vboId[2]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*amesh->vertexCount, amesh->animNormals);
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// Unbind the current VAO
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glBindVertexArray(0);
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//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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// Now we can modify vertices
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//glUnmapBuffer(GL_ARRAY_BUFFER);
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#endif
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}
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// Draw a 3d mesh with material and transform
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void rlDrawAnimatedMesh(AnimatedMesh amesh, Material material, Matrix transform)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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/*
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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//if (amesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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//if (amesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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glVertexPointer(3, GL_FLOAT, 0, amesh.animVertices); // Pointer to vertex coords array
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glTexCoordPointer(2, GL_FLOAT, 0, amesh.texcoords); // Pointer to texture coords array
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if (amesh.animNormals != NULL) glNormalPointer(GL_FLOAT, 0, amesh.animNormals); // Pointer to normals array
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//if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
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if (amesh.triangles != NULL) glDrawElements(GL_TRIANGLES, amesh.triangleCount*3, GL_UNSIGNED_SHORT, amesh.triangles);
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else glDrawArrays(GL_TRIANGLES, 0, amesh.vertexCount);
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rlPopMatrix();
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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if (amesh.animNormals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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//if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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*/
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Bind shader program
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glUseProgram(material.shader.id);
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// Matrices and other values required by shader
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//-----------------------------------------------------
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// Calculate and send to shader model matrix (used by PBR shader)
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if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
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// Upload to shader material.colDiffuse
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if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
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// Upload to shader material.colSpecular (if available)
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if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MAP_SPECULAR].color.a/255.0f);
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if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], GetMatrixModelview());
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if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = GetMatrixModelview(); // View matrix (camera)
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Matrix matProjection = projection; // Projection matrix (perspective)
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// Calculate model-view matrix combining matModel and matView
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Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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if (material.maps[i].texture.id > 0)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
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else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
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glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
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}
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}
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glBindVertexArray(amesh.vaoId);
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/*
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// Bind vertex array objects (or VBOs)
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if (vaoSupported) glBindVertexArray(amesh.vaoId);
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else
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{
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// TODO: Simplify VBO binding into a for loop
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// Bind mesh VBO data: vertex position (shader-location = 0)
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[0]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
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// Bind mesh VBO data: vertex texcoords (shader-location = 1)
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[1]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
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// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
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if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
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{
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glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[2]);
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glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
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}
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|
||||
// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
|
||||
if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
|
||||
{
|
||||
if (amesh.vboId[3] != 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[3]);
|
||||
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set default value for unused attribute
|
||||
// NOTE: Required when using default shader and no VAO support
|
||||
glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
||||
}
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
||||
if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[4]);
|
||||
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
||||
if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, amesh.vboId[5]);
|
||||
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
|
||||
}
|
||||
|
||||
if (amesh.triangles != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, amesh.vboId[6]);
|
||||
}
|
||||
*/
|
||||
|
||||
int eyesCount = 1;
|
||||
#if defined(SUPPORT_VR_SIMULATOR)
|
||||
if (vrStereoRender) eyesCount = 2;
|
||||
#endif
|
||||
|
||||
for (int eye = 0; eye < eyesCount; eye++)
|
||||
{
|
||||
if (eyesCount == 1) modelview = matModelView;
|
||||
#if defined(SUPPORT_VR_SIMULATOR)
|
||||
else SetStereoView(eye, matProjection, matModelView);
|
||||
#endif
|
||||
|
||||
// Calculate model-view-projection matrix (MVP)
|
||||
Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
|
||||
|
||||
// Send combined model-view-projection matrix to shader
|
||||
glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
|
||||
|
||||
// Draw call!
|
||||
if (amesh.triangles != NULL) glDrawElements(GL_TRIANGLES, amesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
|
||||
else glDrawArrays(GL_TRIANGLES, 0, amesh.vertexCount);
|
||||
}
|
||||
|
||||
// Unbind all binded texture maps
|
||||
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
|
||||
if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
/*
|
||||
// Unind vertex array objects (or VBOs)
|
||||
if (vaoSupported) glBindVertexArray(0);
|
||||
else
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
if (amesh.triangles != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
*/
|
||||
// Unbind shader program
|
||||
glUseProgram(0);
|
||||
|
||||
// Restore projection/modelview matrices
|
||||
// NOTE: In stereo rendering matrices are being modified to fit every eye
|
||||
projection = matProjection;
|
||||
modelview = matView;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
@ -668,7 +233,7 @@ AnimatedModel LoadAnimatedModel(const char *filename)
|
||||
{
|
||||
AnimatedModel out = LoadIQM(filename);
|
||||
|
||||
for (int i = 0; i < out.meshCount; i++) rlLoadAnimatedMesh(&out.mesh[i], false);
|
||||
for (int i = 0; i < out.meshCount; i++) rlLoadMesh(&out.mesh[i], false);
|
||||
|
||||
out.transform = MatrixIdentity();
|
||||
out.meshMaterialId = malloc(sizeof(int)*out.meshCount);
|
||||
@ -901,7 +466,7 @@ void UnloadAnimatedModel(AnimatedModel model)
|
||||
free(model.joints);
|
||||
free(model.basepose);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++) rlUnloadAnimatedMesh(&model.mesh[i]);
|
||||
for (int i = 0; i < model.meshCount; i++) rlUnloadMesh(&model.mesh[i]);
|
||||
|
||||
free(model.mesh);
|
||||
}
|
||||
@ -961,21 +526,23 @@ void AnimateModel(AnimatedModel model, Animation anim, int frame)
|
||||
outs = anim.framepose[frame][weightId].scale;
|
||||
|
||||
// vertices
|
||||
outv = (Vector3){model.mesh[m].vertices[vcounter],model.mesh[m].vertices[vcounter + 1],model.mesh[m].vertices[vcounter + 2]};
|
||||
outv = Vector3MultiplyV(outv,outs);
|
||||
outv = Vector3Subtract(outv,baset);
|
||||
outv = Vector3RotateByQuaternion(outv,QuaternionMultiply(outr,QuaternionInvert(baser)));
|
||||
outv = Vector3Add(outv,outt);
|
||||
model.mesh[m].animVertices[vcounter] = outv.x;
|
||||
model.mesh[m].animVertices[vcounter + 1] = outv.y;
|
||||
model.mesh[m].animVertices[vcounter + 2] = outv.z;
|
||||
// NOTE: We use mesh.baseVertices (default position) to calculate mesh.vertices (animated position)
|
||||
outv = (Vector3){ model.mesh[m].baseVertices[vcounter], model.mesh[m].baseVertices[vcounter + 1], model.mesh[m].baseVertices[vcounter + 2] };
|
||||
outv = Vector3MultiplyV(outv, outs);
|
||||
outv = Vector3Subtract(outv, baset);
|
||||
outv = Vector3RotateByQuaternion(outv, QuaternionMultiply(outr, QuaternionInvert(baser)));
|
||||
outv = Vector3Add(outv, outt);
|
||||
model.mesh[m].vertices[vcounter] = outv.x;
|
||||
model.mesh[m].vertices[vcounter + 1] = outv.y;
|
||||
model.mesh[m].vertices[vcounter + 2] = outv.z;
|
||||
|
||||
// normals
|
||||
outn = (Vector3){model.mesh[m].normals[vcounter],model.mesh[m].normals[vcounter + 1],model.mesh[m].normals[vcounter + 2]};
|
||||
outn = Vector3RotateByQuaternion(outn,QuaternionMultiply(outr,QuaternionInvert(baser)));
|
||||
model.mesh[m].animNormals[vcounter] = outn.x;
|
||||
model.mesh[m].animNormals[vcounter + 1] = outn.y;
|
||||
model.mesh[m].animNormals[vcounter + 2] = outn.z;
|
||||
// NOTE: We use mesh.baseNormals (default normal) to calculate mesh.normals (animated normals)
|
||||
outn = (Vector3){ model.mesh[m].baseNormals[vcounter], model.mesh[m].baseNormals[vcounter + 1], model.mesh[m].baseNormals[vcounter + 2] };
|
||||
outn = Vector3RotateByQuaternion(outn, QuaternionMultiply(outr, QuaternionInvert(baser)));
|
||||
model.mesh[m].normals[vcounter] = outn.x;
|
||||
model.mesh[m].normals[vcounter + 1] = outn.y;
|
||||
model.mesh[m].normals[vcounter + 2] = outn.z;
|
||||
vcounter += 3;
|
||||
wcounter += 4;
|
||||
}
|
||||
@ -983,16 +550,16 @@ void AnimateModel(AnimatedModel model, Animation anim, int frame)
|
||||
}
|
||||
|
||||
// Draw an animated model
|
||||
void DrawAnimatedModel(AnimatedModel model,Vector3 position,float scale,Color tint)
|
||||
void DrawAnimatedModel(AnimatedModel model, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
Vector3 vScale = { scale, scale, scale };
|
||||
Vector3 rotationAxis = { 0.0f,0.0f,0.0f };
|
||||
Vector3 rotationAxis = { 1.0f, 0.0f,0.0f };
|
||||
|
||||
DrawAnimatedModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
|
||||
DrawAnimatedModelEx(model, position, rotationAxis, -90.0f, vScale, tint);
|
||||
}
|
||||
|
||||
// Draw an animated model with extended parameters
|
||||
void DrawAnimatedModelEx(AnimatedModel model,Vector3 position,Vector3 rotationAxis,float rotationAngle, Vector3 scale,Color tint)
|
||||
void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
||||
{
|
||||
if (model.materialCount == 0)
|
||||
{
|
||||
@ -1000,25 +567,21 @@ void DrawAnimatedModelEx(AnimatedModel model,Vector3 position,Vector3 rotationAx
|
||||
return;
|
||||
}
|
||||
|
||||
Matrix matScale = MatrixScale(scale.x,scale.y,scale.z);
|
||||
Matrix matRotation = MatrixRotate(rotationAxis,rotationAngle*DEG2RAD);
|
||||
Matrix matTranslation = MatrixTranslate(position.x,position.y,position.z);
|
||||
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
|
||||
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
|
||||
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
|
||||
|
||||
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale,matRotation),matTranslation);
|
||||
model.transform = MatrixMultiply(model.transform,matTransform);
|
||||
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||
model.transform = MatrixMultiply(model.transform, matTransform);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
rlUpdateAnimatedMesh(&model.mesh[i]);
|
||||
rlDrawAnimatedMesh(model.mesh[i],model.materials[model.meshMaterialId[i]],MatrixIdentity());
|
||||
rlUpdateMesh(model.mesh[i], 0, model.mesh[i].vertexCount); // Update vertex position
|
||||
rlUpdateMesh(model.mesh[i], 2, model.mesh[i].vertexCount); // Update vertex normals
|
||||
rlDrawMesh(model.mesh[i], model.materials[model.meshMaterialId[i]], model.transform); // Draw mesh
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Load animated model meshes from IQM file
|
||||
static AnimatedModel LoadIQM(const char *filename)
|
||||
{
|
||||
@ -1069,22 +632,29 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile);
|
||||
|
||||
model.meshCount = iqm.num_meshes;
|
||||
model.mesh = malloc(sizeof(AnimatedMesh)*iqm.num_meshes);
|
||||
model.mesh = malloc(sizeof(Mesh)*iqm.num_meshes);
|
||||
|
||||
char name[MESH_NAME_LENGTH];
|
||||
|
||||
for (int i = 0; i < iqm.num_meshes; i++)
|
||||
{
|
||||
fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
|
||||
fread(model.mesh[i].name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile);
|
||||
fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
|
||||
model.mesh[i].vertexCount = imesh[i].num_vertexes;
|
||||
model.mesh[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
model.mesh[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
|
||||
model.mesh[i].baseVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base position
|
||||
model.mesh[i].baseNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base normal
|
||||
|
||||
model.mesh[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2);
|
||||
model.mesh[i].weightId = malloc(sizeof(int)*imesh[i].num_vertexes*4);
|
||||
model.mesh[i].weightBias = malloc(sizeof(float)*imesh[i].num_vertexes*4);
|
||||
|
||||
model.mesh[i].triangleCount = imesh[i].num_triangles;
|
||||
model.mesh[i].triangles = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
|
||||
model.mesh[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
model.mesh[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
model.mesh[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
|
||||
|
||||
// What we actually process for rendering, should be updated transforming mesh.vertices and mesh.normals
|
||||
model.mesh[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
model.mesh[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
}
|
||||
|
||||
// tris
|
||||
@ -1096,12 +666,12 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
{
|
||||
int tcounter = 0;
|
||||
|
||||
for (int i=imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
|
||||
for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
|
||||
{
|
||||
// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around
|
||||
model.mesh[m].triangles[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
|
||||
model.mesh[m].triangles[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
|
||||
model.mesh[m].triangles[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
|
||||
model.mesh[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
|
||||
model.mesh[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
|
||||
model.mesh[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
|
||||
tcounter += 3;
|
||||
}
|
||||
}
|
||||
@ -1127,7 +697,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
|
||||
{
|
||||
model.mesh[m].vertices[vcounter] = vertex[i];
|
||||
model.mesh[m].animVertices[vcounter] = vertex[i];
|
||||
model.mesh[m].baseVertices[vcounter] = vertex[i];
|
||||
vcounter++;
|
||||
}
|
||||
}
|
||||
@ -1144,7 +714,7 @@ static AnimatedModel LoadIQM(const char *filename)
|
||||
for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
|
||||
{
|
||||
model.mesh[m].normals[vcounter] = normal[i];
|
||||
model.mesh[m].animNormals[vcounter] = normal[i];
|
||||
model.mesh[m].baseNormals[vcounter] = normal[i];
|
||||
vcounter++;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user