Files
raylib/src/rmodels.c
Ryan Roden-Corrent 9607ea5c0a Use unsigned int for animation count. (#2002)
LoadModelAnimations takes an `int` for the animation count parameter.
The animation count should never be negative, so it makes sense to
specify it as unsigned in the API. This matches the API for
UnloadModelAnimations, which expects an unsigned int. Both GLTF and IQMM
also store the animation count internally as unsigned, and we were
casting to a signed int for no reason.

GLTF actually uses `size_t` internally, so we're technically risking
overflow, but having 2^32 animations seems unlikely.
2021-09-22 13:04:10 +02:00

5623 lines
232 KiB
C

/**********************************************************************************************
*
* rmodels - Basic functions to draw 3d shapes and load and draw 3d models
*
* CONFIGURATION:
*
* #define SUPPORT_FILEFORMAT_OBJ
* #define SUPPORT_FILEFORMAT_MTL
* #define SUPPORT_FILEFORMAT_IQM
* #define SUPPORT_FILEFORMAT_GLTF
* #define SUPPORT_FILEFORMAT_VOX
*
* Selected desired fileformats to be supported for model data loading.
*
* #define SUPPORT_MESH_GENERATION
* Support procedural mesh generation functions, uses external par_shapes.h library
* NOTE: Some generated meshes DO NOT include generated texture coordinates
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h" // Declares module functions
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
#include "config.h" // Defines module configuration flags
#endif
#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText()
#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
#include <stdio.h> // Required for: sprintf()
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: memcmp(), strlen()
#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf()
#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
#define TINYOBJ_MALLOC RL_MALLOC
#define TINYOBJ_CALLOC RL_CALLOC
#define TINYOBJ_REALLOC RL_REALLOC
#define TINYOBJ_FREE RL_FREE
#define TINYOBJ_LOADER_C_IMPLEMENTATION
#include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
#define CGLTF_MALLOC RL_MALLOC
#define CGLTF_FREE RL_FREE
#define CGLTF_IMPLEMENTATION
#include "external/cgltf.h" // glTF file format loading
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
#define VOX_MALLOC RL_MALLOC
#define VOX_CALLOC RL_CALLOC
#define VOX_REALLOC RL_REALLOC
#define VOX_FREE RL_FREE
#define VOX_LOADER_IMPLEMENTATION
#include "external/vox_loader.h" // vox file format loading (MagikaVoxel)
#endif
#if defined(SUPPORT_MESH_GENERATION)
#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N)))
#define PAR_FREE RL_FREE
#define PAR_SHAPES_IMPLEMENTATION
#include "external/par_shapes.h" // Shapes 3d parametric generation
#endif
#if defined(_WIN32)
#include <direct.h> // Required for: _chdir() [Used in LoadOBJ()]
#define CHDIR _chdir
#else
#include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()]
#define CHDIR chdir
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef MAX_MATERIAL_MAPS
#define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported
#endif
#ifndef MAX_MESH_VERTEX_BUFFERS
#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(SUPPORT_FILEFORMAT_OBJ)
static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
#endif
#if defined(SUPPORT_FILEFORMAT_IQM)
static Model LoadIQM(const char *fileName); // Load IQM mesh data
static ModelAnimation *LoadIQMModelAnimations(const char *fileName, unsigned int *animCount); // Load IQM animation data
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned int *animCount); // Load GLTF animation data
static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data);
static void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
static void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
static void InitGLTFBones(Model *model, const cgltf_data *data);
static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex);
static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount);
static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variable);
static void *ReadGLTFValuesAs(cgltf_accessor *acc, cgltf_component_type type, bool adjustOnDownCasting);
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
static Model LoadVOX(const char *filename); // Load VOX mesh data
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw a line in 3D world space
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
{
// WARNING: Be careful with internal buffer vertex alignment
// when using RL_LINES or RL_TRIANGLES, data is aligned to fit
// lines-triangles-quads in the same indexed buffers!!!
rlCheckRenderBatchLimit(8);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex3f(startPos.x, startPos.y, startPos.z);
rlVertex3f(endPos.x, endPos.y, endPos.z);
rlEnd();
}
// Draw a point in 3D space, actually a small line
void DrawPoint3D(Vector3 position, Color color)
{
rlCheckRenderBatchLimit(8);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex3f(0.0f, 0.0f, 0.0f);
rlVertex3f(0.0f, 0.0f, 0.1f);
rlEnd();
rlPopMatrix();
}
// Draw a circle in 3D world space
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
{
rlCheckRenderBatchLimit(2*36);
rlPushMatrix();
rlTranslatef(center.x, center.y, center.z);
rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
rlBegin(RL_LINES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f);
rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f);
}
rlEnd();
rlPopMatrix();
}
// Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
{
rlCheckRenderBatchLimit(3);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex3f(v1.x, v1.y, v1.z);
rlVertex3f(v2.x, v2.y, v2.z);
rlVertex3f(v3.x, v3.y, v3.z);
rlEnd();
}
// Draw a triangle strip defined by points
void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color)
{
if (pointCount >= 3)
{
rlCheckRenderBatchLimit(3*(pointCount - 2));
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 2; i < pointCount; i++)
{
if ((i%2) == 0)
{
rlVertex3f(points[i].x, points[i].y, points[i].z);
rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z);
rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z);
}
else
{
rlVertex3f(points[i].x, points[i].y, points[i].z);
rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z);
rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z);
}
}
rlEnd();
}
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlCheckRenderBatchLimit(36);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0);
//rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front face
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
// Back face
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
// Top face
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
// Bottom face
rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
// Right face
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
// Left face
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
// Draw cube (Vector version)
void DrawCubeV(Vector3 position, Vector3 size, Color color)
{
DrawCube(position, size.x, size.y, size.z, color);
}
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlCheckRenderBatchLimit(36);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
// Top Face -------------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
// Draw cube wires (vector version)
void DrawCubeWiresV(Vector3 position, Vector3 size, Color color)
{
DrawCubeWires(position, size.x, size.y, size.z, color);
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
rlCheckRenderBatchLimit(36);
rlSetTexture(texture.id);
//rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
//rlTranslatef(2.0f, 0.0f, 0.0f);
//rlRotatef(45, 0, 1, 0);
//rlScalef(2.0f, 2.0f, 2.0f);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
// Back Face
rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
// Top Face
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
// Bottom Face
rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
// Right face
rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
// Left Face
rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
rlEnd();
//rlPopMatrix();
rlSetTexture(0);
}
// Draw sphere
void DrawSphere(Vector3 centerPos, float radius, Color color)
{
DrawSphereEx(centerPos, radius, 16, 16, color);
}
// Draw sphere with extended parameters
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
int numVertex = (rings + 2)*slices*6;
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < (rings + 2); i++)
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
}
}
rlEnd();
rlPopMatrix();
}
// Draw sphere wires
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
int numVertex = (rings + 2)*slices*6;
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < (rings + 2); i++)
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
}
}
rlEnd();
rlPopMatrix();
}
// Draw a cylinder
// NOTE: It could be also used for pyramid and cone
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
{
if (sides < 3) sides = 3;
int numVertex = sides*6;
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
if (radiusTop > 0)
{
// Draw Body -------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); //Bottom Right
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right
}
// Draw Cap --------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
}
}
else
{
// Draw Cone -------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
}
}
// Draw Base -----------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, 0, 0);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
}
rlEnd();
rlPopMatrix();
}
// Draw a wired cylinder
// NOTE: It could be also used for pyramid and cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
{
if (sides < 3) sides = 3;
int numVertex = sides*8;
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
}
rlEnd();
rlPopMatrix();
}
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{
rlCheckRenderBatchLimit(4);
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(size.x, 1.0f, size.y);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 1.0f, 0.0f);
rlVertex3f(-0.5f, 0.0f, -0.5f);
rlVertex3f(-0.5f, 0.0f, 0.5f);
rlVertex3f(0.5f, 0.0f, 0.5f);
rlVertex3f(0.5f, 0.0f, -0.5f);
rlEnd();
rlPopMatrix();
}
// Draw a ray line
void DrawRay(Ray ray, Color color)
{
float scale = 10000;
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex3f(ray.position.x, ray.position.y, ray.position.z);
rlVertex3f(ray.position.x + ray.direction.x*scale, ray.position.y + ray.direction.y*scale, ray.position.z + ray.direction.z*scale);
rlEnd();
}
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
{
int halfSlices = slices/2;
rlCheckRenderBatchLimit((slices + 2)*4);
rlBegin(RL_LINES);
for (int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0)
{
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
}
else
{
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
}
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
}
rlEnd();
}
// Load model from files (mesh and material)
Model LoadModel(const char *fileName)
{
Model model = { 0 };
#if defined(SUPPORT_FILEFORMAT_OBJ)
if (IsFileExtension(fileName, ".obj")) model = LoadOBJ(fileName);
#endif
#if defined(SUPPORT_FILEFORMAT_IQM)
if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName);
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
if (IsFileExtension(fileName, ".gltf;.glb")) model = LoadGLTF(fileName);
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
if (IsFileExtension(fileName, ".vox")) model = LoadVOX(fileName);
#endif
// Make sure model transform is set to identity matrix!
model.transform = MatrixIdentity();
if (model.meshCount == 0)
{
model.meshCount = 1;
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
#if defined(SUPPORT_MESH_GENERATION)
TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data, default to cube mesh", fileName);
model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f);
#else
TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data", fileName);
#endif
}
else
{
// Upload vertex data to GPU (static mesh)
for (int i = 0; i < model.meshCount; i++) UploadMesh(&model.meshes[i], false);
}
if (model.materialCount == 0)
{
TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to load material data, default to white material", fileName);
model.materialCount = 1;
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
model.materials[0] = LoadMaterialDefault();
if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
}
return model;
}
// Load model from generated mesh
// WARNING: A shallow copy of mesh is generated, passed by value,
// as long as struct contains pointers to data and some values, we get a copy
// of mesh pointing to same data as original version... be careful!
Model LoadModelFromMesh(Mesh mesh)
{
Model model = { 0 };
model.transform = MatrixIdentity();
model.meshCount = 1;
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
model.meshes[0] = mesh;
model.materialCount = 1;
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
model.materials[0] = LoadMaterialDefault();
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
model.meshMaterial[0] = 0; // First material index
return model;
}
// Unload model (meshes/materials) from memory (RAM and/or VRAM)
// NOTE: This function takes care of all model elements, for a detailed control
// over them, use UnloadMesh() and UnloadMaterial()
void UnloadModel(Model model)
{
// Unload meshes
for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free it's maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
// Unload arrays
RL_FREE(model.meshes);
RL_FREE(model.materials);
RL_FREE(model.meshMaterial);
// Unload animation data
RL_FREE(model.bones);
RL_FREE(model.bindPose);
TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM");
}
// Unload model (but not meshes) from memory (RAM and/or VRAM)
void UnloadModelKeepMeshes(Model model)
{
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free it's maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
// Unload arrays
RL_FREE(model.meshes);
RL_FREE(model.materials);
RL_FREE(model.meshMaterial);
// Unload animation data
RL_FREE(model.bones);
RL_FREE(model.bindPose);
TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
}
// Compute model bounding box limits (considers all meshes)
BoundingBox GetModelBoundingBox(Model model)
{
BoundingBox bounds = { 0 };
if (model.meshCount > 0)
{
Vector3 temp = { 0 };
bounds = GetMeshBoundingBox(model.meshes[0]);
for (int i = 1; i < model.meshCount; i++)
{
BoundingBox tempBounds = GetMeshBoundingBox(model.meshes[i]);
temp.x = (bounds.min.x < tempBounds.min.x)? bounds.min.x : tempBounds.min.x;
temp.y = (bounds.min.y < tempBounds.min.y)? bounds.min.y : tempBounds.min.y;
temp.z = (bounds.min.z < tempBounds.min.z)? bounds.min.z : tempBounds.min.z;
bounds.min = temp;
temp.x = (bounds.max.x > tempBounds.max.x)? bounds.max.x : tempBounds.max.x;
temp.y = (bounds.max.y > tempBounds.max.y)? bounds.max.y : tempBounds.max.y;
temp.z = (bounds.max.z > tempBounds.max.z)? bounds.max.z : tempBounds.max.z;
bounds.max = temp;
}
}
return bounds;
}
// Upload vertex data into a VAO (if supported) and VBO
void UploadMesh(Mesh *mesh, bool dynamic)
{
if (mesh->vaoId > 0)
{
// Check if mesh has already been loaded in GPU
TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
return;
}
mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex buffer: positions
mesh->vboId[1] = 0; // Vertex buffer: texcoords
mesh->vboId[2] = 0; // Vertex buffer: normals
mesh->vboId[3] = 0; // Vertex buffer: colors
mesh->vboId[4] = 0; // Vertex buffer: tangents
mesh->vboId[5] = 0; // Vertex buffer: texcoords2
mesh->vboId[6] = 0; // Vertex buffer: indices
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mesh->vaoId = rlLoadVertexArray();
rlEnableVertexArray(mesh->vaoId);
// NOTE: Attributes must be uploaded considering default locations points
// Enable vertex attributes: position (shader-location = 0)
void *vertices = mesh->animVertices != NULL ? mesh->animVertices : mesh->vertices;
mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(0);
// Enable vertex attributes: texcoords (shader-location = 1)
mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(1);
if (mesh->normals != NULL)
{
// Enable vertex attributes: normals (shader-location = 2)
void *normals = mesh->animNormals != NULL ? mesh->animNormals : mesh->normals;
mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(2);
}
else
{
// Default color vertex attribute set to WHITE
float value[3] = { 1.0f, 1.0f, 1.0f };
rlSetVertexAttributeDefault(2, value, SHADER_ATTRIB_VEC3, 3);
rlDisableVertexAttribute(2);
}
if (mesh->colors != NULL)
{
// Enable vertex attribute: color (shader-location = 3)
mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
rlSetVertexAttribute(3, 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(3);
}
else
{
// Default color vertex attribute set to WHITE
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
rlSetVertexAttributeDefault(3, value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(3);
}
if (mesh->tangents != NULL)
{
// Enable vertex attribute: tangent (shader-location = 4)
mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(4);
}
else
{
// Default tangents vertex attribute
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
rlSetVertexAttributeDefault(4, value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(4);
}
if (mesh->texcoords2 != NULL)
{
// Enable vertex attribute: texcoord2 (shader-location = 5)
mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(5);
}
else
{
// Default texcoord2 vertex attribute
float value[2] = { 0.0f, 0.0f };
rlSetVertexAttributeDefault(5, value, SHADER_ATTRIB_VEC2, 2);
rlDisableVertexAttribute(5);
}
if (mesh->indices != NULL)
{
mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
}
if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
rlDisableVertexArray();
#endif
}
// Update mesh vertex data in GPU for a specific buffer index
void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset)
{
rlUpdateVertexBuffer(mesh.vboId[index], data, dataSize, offset);
}
// Draw a 3d mesh with material and transform
void DrawMesh(Mesh mesh, Material material, Matrix transform)
{
#if defined(GRAPHICS_API_OPENGL_11)
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_TEXTURE_COORD_ARRAY 0x8078
rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
material.maps[MATERIAL_MAP_DIFFUSE].color.g,
material.maps[MATERIAL_MAP_DIFFUSE].color.b,
material.maps[MATERIAL_MAP_DIFFUSE].color.a);
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
else rlDrawVertexArray(0, mesh.vertexCount);
rlPopMatrix();
rlDisableStatePointer(GL_VERTEX_ARRAY);
rlDisableStatePointer(GL_TEXTURE_COORD_ARRAY);
rlDisableStatePointer(GL_NORMAL_ARRAY);
rlDisableStatePointer(GL_COLOR_ARRAY);
rlDisableTexture();
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Bind shader program
rlEnableShader(material.shader.id);
// Send required data to shader (matrices, values)
//-----------------------------------------------------
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
{
float values[4] = {
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
};
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
}
// Upload to shader material.colSpecular (if location available)
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
{
float values[4] = {
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
};
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
}
// Get a copy of current matrices to work with,
// just in case stereo render is required and we need to modify them
// NOTE: At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matModel = MatrixIdentity();
Matrix matView = rlGetMatrixModelview();
Matrix matModelView = MatrixIdentity();
Matrix matProjection = rlGetMatrixProjection();
// Upload view and projection matrices (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Accumulate several model transformations:
// transform: model transformation provided (includes DrawModel() params combined with model.transform)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
matModel = MatrixMultiply(transform, rlGetMatrixTransform());
// Get model-view matrix
matModelView = MatrixMultiply(matModel, matView);
// Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
//-----------------------------------------------------
// Bind active texture maps (if available)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
{
// Select current shader texture slot
rlActiveTextureSlot(i);
// Enable texture for active slot
if ((i == MATERIAL_MAP_IRRADIANCE) ||
(i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
else rlEnableTexture(material.maps[i].texture.id);
rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1);
}
}
// Try binding vertex array objects (VAO)
// or use VBOs if not possible
if (!rlEnableVertexArray(mesh.vaoId))
{
// Bind mesh VBO data: vertex position (shader-location = 0)
rlEnableVertexBuffer(mesh.vboId[0]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
rlEnableVertexBuffer(mesh.vboId[1]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
{
// Bind mesh VBO data: vertex normals (shader-location = 2)
rlEnableVertexBuffer(mesh.vboId[2]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1)
{
if (mesh.vboId[3] != 0)
{
rlEnableVertexBuffer(mesh.vboId[3]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
}
else
{
// Set default value for unused attribute
// NOTE: Required when using default shader and no VAO support
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC2, 4);
rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
}
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
{
rlEnableVertexBuffer(mesh.vboId[4]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
{
rlEnableVertexBuffer(mesh.vboId[5]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
}
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
}
int eyeCount = 1;
if (rlIsStereoRenderEnabled()) eyeCount = 2;
for (int eye = 0; eye < eyeCount; eye++)
{
// Calculate model-view-projection matrix (MVP)
Matrix matModelViewProjection = MatrixIdentity();
if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
else
{
// Setup current eye viewport (half screen width)
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
}
// Send combined model-view-projection matrix to shader
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
// Draw mesh
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
else rlDrawVertexArray(0, mesh.vertexCount);
}
// Unbind all binded texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
// Select current shader texture slot
rlActiveTextureSlot(i);
// Disable texture for active slot
if ((i == MATERIAL_MAP_IRRADIANCE) ||
(i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
else rlDisableTexture();
}
// Disable all possible vertex array objects (or VBOs)
rlDisableVertexArray();
rlDisableVertexBuffer();
rlDisableVertexBufferElement();
// Disable shader program
rlDisableShader();
// Restore rlgl internal modelview and projection matrices
rlSetMatrixModelview(matView);
rlSetMatrixProjection(matProjection);
#endif
}
// Draw multiple mesh instances with material and different transforms
void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Instancing required variables
float16 *instanceTransforms = NULL;
unsigned int instancesVboId = 0;
// Bind shader program
rlEnableShader(material.shader.id);
// Send required data to shader (matrices, values)
//-----------------------------------------------------
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
{
float values[4] = {
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
};
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
}
// Upload to shader material.colSpecular (if location available)
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
{
float values[4] = {
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
};
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
}
// Get a copy of current matrices to work with,
// just in case stereo render is required and we need to modify them
// NOTE: At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matModel = MatrixIdentity();
Matrix matView = rlGetMatrixModelview();
Matrix matModelView = MatrixIdentity();
Matrix matProjection = rlGetMatrixProjection();
// Upload view and projection matrices (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
// Create instances buffer
instanceTransforms = (float16 *)RL_MALLOC(instances*sizeof(float16));
// Fill buffer with instances transformations as float16 arrays
for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]);
// Enable mesh VAO to attach new buffer
rlEnableVertexArray(mesh.vaoId);
// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData().
// It isn't clear which would be reliably faster in all cases and on all platforms,
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
// no faster, since we're transferring all the transform matrices anyway
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
// Instances transformation matrices are send to shader attribute location: SHADER_LOC_MATRIX_MODEL
for (unsigned int i = 0; i < 4; i++)
{
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4)));
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1);
}
rlDisableVertexBuffer();
rlDisableVertexArray();
// Accumulate internal matrix transform (push/pop) and view matrix
// NOTE: In this case, model instance transformation must be computed in the shader
matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
// Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
//-----------------------------------------------------
// Bind active texture maps (if available)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
{
// Select current shader texture slot
rlActiveTextureSlot(i);
// Enable texture for active slot
if ((i == MATERIAL_MAP_IRRADIANCE) ||
(i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
else rlEnableTexture(material.maps[i].texture.id);
rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1);
}
}
// Try binding vertex array objects (VAO)
// or use VBOs if not possible
if (!rlEnableVertexArray(mesh.vaoId))
{
// Bind mesh VBO data: vertex position (shader-location = 0)
rlEnableVertexBuffer(mesh.vboId[0]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
rlEnableVertexBuffer(mesh.vboId[1]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
{
// Bind mesh VBO data: vertex normals (shader-location = 2)
rlEnableVertexBuffer(mesh.vboId[2]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1)
{
if (mesh.vboId[3] != 0)
{
rlEnableVertexBuffer(mesh.vboId[3]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
}
else
{
// Set default value for unused attribute
// NOTE: Required when using default shader and no VAO support
float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC2, 4);
rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
}
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
{
rlEnableVertexBuffer(mesh.vboId[4]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
{
rlEnableVertexBuffer(mesh.vboId[5]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
}
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
}
int eyeCount = 1;
if (rlIsStereoRenderEnabled()) eyeCount = 2;
for (int eye = 0; eye < eyeCount; eye++)
{
// Calculate model-view-projection matrix (MVP)
Matrix matModelViewProjection = MatrixIdentity();
if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
else
{
// Setup current eye viewport (half screen width)
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
}
// Send combined model-view-projection matrix to shader
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
// Draw mesh instanced
if (mesh.indices != NULL) rlDrawVertexArrayElementsInstanced(0, mesh.triangleCount*3, 0, instances);
else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances);
}
// Unbind all binded texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
// Select current shader texture slot
rlActiveTextureSlot(i);
// Disable texture for active slot
if ((i == MATERIAL_MAP_IRRADIANCE) ||
(i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
else rlDisableTexture();
}
// Disable all possible vertex array objects (or VBOs)
rlDisableVertexArray();
rlDisableVertexBuffer();
rlDisableVertexBufferElement();
// Disable shader program
rlDisableShader();
// Remove instance transforms buffer
rlUnloadVertexBuffer(instancesVboId);
RL_FREE(instanceTransforms);
#endif
}
// Unload mesh from memory (RAM and VRAM)
void UnloadMesh(Mesh mesh)
{
// Unload rlgl mesh vboId data
rlUnloadVertexArray(mesh.vaoId);
for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
RL_FREE(mesh.vboId);
RL_FREE(mesh.vertices);
RL_FREE(mesh.texcoords);
RL_FREE(mesh.normals);
RL_FREE(mesh.colors);
RL_FREE(mesh.tangents);
RL_FREE(mesh.texcoords2);
RL_FREE(mesh.indices);
RL_FREE(mesh.animVertices);
RL_FREE(mesh.animNormals);
RL_FREE(mesh.boneWeights);
RL_FREE(mesh.boneIds);
}
// Export mesh data to file
bool ExportMesh(Mesh mesh, const char *fileName)
{
bool success = false;
if (IsFileExtension(fileName, ".obj"))
{
// Estimated data size, it should be enough...
int dataSize = mesh.vertexCount/3* (int)strlen("v 0000.00f 0000.00f 0000.00f") +
mesh.vertexCount/2* (int)strlen("vt 0.000f 0.00f") +
mesh.vertexCount/3* (int)strlen("vn 0.000f 0.00f 0.00f") +
mesh.triangleCount/3* (int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
// NOTE: Text data buffer size is estimated considering mesh data size
char *txtData = (char *)RL_CALLOC(dataSize + 2000, sizeof(char));
int byteCount = 0;
byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
byteCount += sprintf(txtData + byteCount, "# // //\n");
byteCount += sprintf(txtData + byteCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n");
byteCount += sprintf(txtData + byteCount, "# // //\n");
byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n");
byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n");
byteCount += sprintf(txtData + byteCount, "# // //\n");
byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n");
byteCount += sprintf(txtData + byteCount, "# // //\n");
byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n");
byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount);
byteCount += sprintf(txtData + byteCount, "# Triangle Count: %i\n\n", mesh.triangleCount);
byteCount += sprintf(txtData + byteCount, "g mesh\n");
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
{
byteCount += sprintf(txtData + byteCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]);
}
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2)
{
byteCount += sprintf(txtData + byteCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]);
}
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
{
byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
}
for (int i = 0; i < mesh.triangleCount; i += 3)
{
byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2);
}
byteCount += sprintf(txtData + byteCount, "\n");
// NOTE: Text data length exported is determined by '\0' (NULL) character
success = SaveFileText(fileName, txtData);
RL_FREE(txtData);
}
else if (IsFileExtension(fileName, ".raw"))
{
// TODO: Support additional file formats to export mesh vertex data
}
return success;
}
// Load materials from model file
Material *LoadMaterials(const char *fileName, int *materialCount)
{
Material *materials = NULL;
unsigned int count = 0;
// TODO: Support IQM and GLTF for materials parsing
#if defined(SUPPORT_FILEFORMAT_MTL)
if (IsFileExtension(fileName, ".mtl"))
{
tinyobj_material_t *mats = NULL;
int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
// TODO: Process materials to return
tinyobj_materials_free(mats, count);
}
#else
TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to load material file", fileName);
#endif
// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
if (materials != NULL)
{
for (unsigned int i = 0; i < count; i++)
{
materials[i].shader.id = rlGetShaderIdDefault();
materials[i].shader.locs = rlGetShaderLocsDefault();
}
}
*materialCount = count;
return materials;
}
// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
Material LoadMaterialDefault(void)
{
Material material = { 0 };
material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap));
// Using rlgl default shader
material.shader.id = rlGetShaderIdDefault();
material.shader.locs = rlGetShaderLocsDefault();
// Using rlgl default texture (1x1 pixel, UNCOMPRESSED_R8G8B8A8, 1 mipmap)
material.maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
//material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set
//material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set
material.maps[MATERIAL_MAP_DIFFUSE].color = WHITE; // Diffuse color
material.maps[MATERIAL_MAP_SPECULAR].color = WHITE; // Specular color
return material;
}
// Unload material from memory
void UnloadMaterial(Material material)
{
// Unload material shader (avoid unloading default shader, managed by raylib)
if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader);
// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id);
}
RL_FREE(material.maps);
}
// Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
// NOTE: Previous texture should be manually unloaded
void SetMaterialTexture(Material *material, int mapType, Texture2D texture)
{
material->maps[mapType].texture = texture;
}
// Set the material for a mesh
void SetModelMeshMaterial(Model *model, int meshId, int materialId)
{
if (meshId >= model->meshCount) TRACELOG(LOG_WARNING, "MESH: Id greater than mesh count");
else if (materialId >= model->materialCount) TRACELOG(LOG_WARNING, "MATERIAL: Id greater than material count");
else model->meshMaterial[meshId] = materialId;
}
// Load model animations from file
ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount)
{
ModelAnimation *animations = NULL;
#if defined(SUPPORT_FILEFORMAT_IQM)
if (IsFileExtension(fileName, ".iqm")) animations = LoadIQMModelAnimations(fileName, animCount);
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
#endif
return animations;
}
// Update model animated vertex data (positions and normals) for a given frame
// NOTE: Updated data is uploaded to GPU
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
{
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
{
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
for (int m = 0; m < model.meshCount; m++)
{
Vector3 animVertex = { 0 };
Vector3 animNormal = { 0 };
Vector3 inTranslation = { 0 };
Quaternion inRotation = { 0 };
//Vector3 inScale = { 0 }; // Not used...
Vector3 outTranslation = { 0 };
Quaternion outRotation = { 0 };
Vector3 outScale = { 0 };
int vCounter = 0;
int boneCounter = 0;
int boneId = 0;
float boneWeight = 0.0;
for (int i = 0; i < model.meshes[m].vertexCount; i++)
{
model.meshes[m].animVertices[vCounter] = 0;
model.meshes[m].animVertices[vCounter + 1] = 0;
model.meshes[m].animVertices[vCounter + 2] = 0;
model.meshes[m].animNormals[vCounter] = 0;
model.meshes[m].animNormals[vCounter + 1] = 0;
model.meshes[m].animNormals[vCounter + 2] = 0;
for (int j = 0; j < 4; j++)
{
boneId = model.meshes[m].boneIds[boneCounter];
boneWeight = model.meshes[m].boneWeights[boneCounter];
inTranslation = model.bindPose[boneId].translation;
inRotation = model.bindPose[boneId].rotation;
//inScale = model.bindPose[boneId].scale;
outTranslation = anim.framePoses[frame][boneId].translation;
outRotation = anim.framePoses[frame][boneId].rotation;
outScale = anim.framePoses[frame][boneId].scale;
// Vertices processing
// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
animVertex = Vector3Multiply(animVertex, outScale);
animVertex = Vector3Subtract(animVertex, inTranslation);
animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
animVertex = Vector3Add(animVertex, outTranslation);
model.meshes[m].animVertices[vCounter] += animVertex.x*boneWeight;
model.meshes[m].animVertices[vCounter + 1] += animVertex.y*boneWeight;
model.meshes[m].animVertices[vCounter + 2] += animVertex.z*boneWeight;
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
if (model.meshes[m].normals != NULL)
{
animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
model.meshes[m].animNormals[vCounter] += animNormal.x*boneWeight;
model.meshes[m].animNormals[vCounter + 1] += animNormal.y*boneWeight;
model.meshes[m].animNormals[vCounter + 2] += animNormal.z*boneWeight;
}
boneCounter += 1;
}
vCounter += 3;
}
// Upload new vertex data to GPU for model drawing
rlUpdateVertexBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex position
rlUpdateVertexBuffer(model.meshes[m].vboId[2], model.meshes[m].animNormals, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex normals
}
}
}
// Unload animation array data
void UnloadModelAnimations(ModelAnimation* animations, unsigned int count)
{
for (unsigned int i = 0; i < count; i++) UnloadModelAnimation(animations[i]);
RL_FREE(animations);
}
// Unload animation data
void UnloadModelAnimation(ModelAnimation anim)
{
for (int i = 0; i < anim.frameCount; i++) RL_FREE(anim.framePoses[i]);
RL_FREE(anim.bones);
RL_FREE(anim.framePoses);
}
// Check model animation skeleton match
// NOTE: Only number of bones and parent connections are checked
bool IsModelAnimationValid(Model model, ModelAnimation anim)
{
int result = true;
if (model.boneCount != anim.boneCount) result = false;
else
{
for (int i = 0; i < model.boneCount; i++)
{
if (model.bones[i].parent != anim.bones[i].parent) { result = false; break; }
}
}
return result;
}
#if defined(SUPPORT_MESH_GENERATION)
// Generate polygonal mesh
Mesh GenMeshPoly(int sides, float radius)
{
Mesh mesh = { 0 };
if (sides < 3) return mesh;
int vertexCount = sides*3;
// Vertices definition
Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
float d = 0.0f, dStep = 360.0f/sides;
for (int v = 0; v < vertexCount; v += 3)
{
vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f };
vertices[v + 1] = (Vector3){ sinf(DEG2RAD*d)*radius, 0.0f, cosf(DEG2RAD*d)*radius };
vertices[v + 2] = (Vector3){sinf(DEG2RAD*(d+dStep))*radius, 0.0f, cosf(DEG2RAD*(d+dStep))*radius };
d += dStep;
}
// Normals definition
Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
// TexCoords definition
Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2));
for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f };
mesh.vertexCount = vertexCount;
mesh.triangleCount = sides;
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
// Mesh vertices position array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.vertices[3*i] = vertices[i].x;
mesh.vertices[3*i + 1] = vertices[i].y;
mesh.vertices[3*i + 2] = vertices[i].z;
}
// Mesh texcoords array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.texcoords[2*i] = texcoords[i].x;
mesh.texcoords[2*i + 1] = texcoords[i].y;
}
// Mesh normals array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.normals[3*i] = normals[i].x;
mesh.normals[3*i + 1] = normals[i].y;
mesh.normals[3*i + 2] = normals[i].z;
}
RL_FREE(vertices);
RL_FREE(normals);
RL_FREE(texcoords);
// Upload vertex data to GPU (static mesh)
// NOTE: mesh.vboId array is allocated inside UploadMesh()
UploadMesh(&mesh, false);
return mesh;
}
// Generate plane mesh (with subdivisions)
Mesh GenMeshPlane(float width, float length, int resX, int resZ)
{
Mesh mesh = { 0 };
#define CUSTOM_MESH_GEN_PLANE
#if defined(CUSTOM_MESH_GEN_PLANE)
resX++;
resZ++;
// Vertices definition
int vertexCount = resX*resZ; // vertices get reused for the faces
Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
for (int z = 0; z < resZ; z++)
{
// [-length/2, length/2]
float zPos = ((float)z/(resZ - 1) - 0.5f)*length;
for (int x = 0; x < resX; x++)
{
// [-width/2, width/2]
float xPos = ((float)x/(resX - 1) - 0.5f)*width;
vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos };
}
}
// Normals definition
Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
// TexCoords definition
Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2));
for (int v = 0; v < resZ; v++)
{
for (int u = 0; u < resX; u++)
{
texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) };
}
}
// Triangles definition (indices)
int numFaces = (resX - 1)*(resZ - 1);
int *triangles = (int *)RL_MALLOC(numFaces*6*sizeof(int));
int t = 0;
for (int face = 0; face < numFaces; face++)
{
// Retrieve lower left corner from face ind
int i = face % (resX - 1) + (face/(resZ - 1)*resX);
triangles[t++] = i + resX;
triangles[t++] = i + 1;
triangles[t++] = i;
triangles[t++] = i + resX;
triangles[t++] = i + resX + 1;
triangles[t++] = i + 1;
}
mesh.vertexCount = vertexCount;
mesh.triangleCount = numFaces*2;
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.indices = (unsigned short *)RL_MALLOC(mesh.triangleCount*3*sizeof(unsigned short));
// Mesh vertices position array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.vertices[3*i] = vertices[i].x;
mesh.vertices[3*i + 1] = vertices[i].y;
mesh.vertices[3*i + 2] = vertices[i].z;
}
// Mesh texcoords array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.texcoords[2*i] = texcoords[i].x;
mesh.texcoords[2*i + 1] = texcoords[i].y;
}
// Mesh normals array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.normals[3*i] = normals[i].x;
mesh.normals[3*i + 1] = normals[i].y;
mesh.normals[3*i + 2] = normals[i].z;
}
// Mesh indices array initialization
for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
RL_FREE(vertices);
RL_FREE(normals);
RL_FREE(texcoords);
RL_FREE(triangles);
#else // Use par_shapes library to generate plane mesh
par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!!
par_shapes_scale(plane, width, length, 1.0f);
par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 });
par_shapes_translate(plane, -width/2, 0.0f, length/2);
mesh.vertices = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
mesh.vertexCount = plane->ntriangles*3;
mesh.triangleCount = plane->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = plane->points[plane->triangles[k]*3];
mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2];
mesh.normals[k*3] = plane->normals[plane->triangles[k]*3];
mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2];
mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2];
mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1];
}
par_shapes_free_mesh(plane);
#endif
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
return mesh;
}
// Generated cuboid mesh
Mesh GenMeshCube(float width, float height, float length)
{
Mesh mesh = { 0 };
#define CUSTOM_MESH_GEN_CUBE
#if defined(CUSTOM_MESH_GEN_CUBE)
float vertices[] = {
-width/2, -height/2, length/2,
width/2, -height/2, length/2,
width/2, height/2, length/2,
-width/2, height/2, length/2,
-width/2, -height/2, -length/2,
-width/2, height/2, -length/2,
width/2, height/2, -length/2,
width/2, -height/2, -length/2,
-width/2, height/2, -length/2,
-width/2, height/2, length/2,
width/2, height/2, length/2,
width/2, height/2, -length/2,
-width/2, -height/2, -length/2,
width/2, -height/2, -length/2,
width/2, -height/2, length/2,
-width/2, -height/2, length/2,
width/2, -height/2, -length/2,
width/2, height/2, -length/2,
width/2, height/2, length/2,
width/2, -height/2, length/2,
-width/2, -height/2, -length/2,
-width/2, -height/2, length/2,
-width/2, height/2, length/2,
-width/2, height/2, -length/2
};
float texcoords[] = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
float normals[] = {
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f
};
mesh.vertices = (float *)RL_MALLOC(24*3*sizeof(float));
memcpy(mesh.vertices, vertices, 24*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(24*2*sizeof(float));
memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(24*3*sizeof(float));
memcpy(mesh.normals, normals, 24*3*sizeof(float));
mesh.indices = (unsigned short *)RL_MALLOC(36*sizeof(unsigned short));
int k = 0;
// Indices can be initialized right now
for (int i = 0; i < 36; i+=6)
{
mesh.indices[i] = 4*k;
mesh.indices[i+1] = 4*k+1;
mesh.indices[i+2] = 4*k+2;
mesh.indices[i+3] = 4*k;
mesh.indices[i+4] = 4*k+2;
mesh.indices[i+5] = 4*k+3;
k++;
}
mesh.vertexCount = 24;
mesh.triangleCount = 12;
#else // Use par_shapes library to generate cube mesh
/*
// Platonic solids:
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (dyamond)
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
*/
// Platonic solid generation: cube (6 sides)
// NOTE: No normals/texcoords generated by default
par_shapes_mesh *cube = par_shapes_create_cube();
cube->tcoords = PAR_MALLOC(float, 2*cube->npoints);
for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f;
par_shapes_scale(cube, width, height, length);
par_shapes_translate(cube, -width/2, 0.0f, -length/2);
par_shapes_compute_normals(cube);
mesh.vertices = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(cube->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float));
mesh.vertexCount = cube->ntriangles*3;
mesh.triangleCount = cube->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = cube->points[cube->triangles[k]*3];
mesh.vertices[k*3 + 1] = cube->points[cube->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = cube->points[cube->triangles[k]*3 + 2];
mesh.normals[k*3] = cube->normals[cube->triangles[k]*3];
mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2];
mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2];
mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1];
}
par_shapes_free_mesh(cube);
#endif
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
return mesh;
}
// Generate sphere mesh (standard sphere)
Mesh GenMeshSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
if ((rings >= 3) && (slices >= 3))
{
par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
par_shapes_scale(sphere, radius, radius, radius);
// NOTE: Soft normals are computed internally
mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
mesh.vertexCount = sphere->ntriangles*3;
mesh.triangleCount = sphere->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
}
par_shapes_free_mesh(sphere);
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
}
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: sphere");
return mesh;
}
// Generate hemi-sphere mesh (half sphere, no bottom cap)
Mesh GenMeshHemiSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
if ((rings >= 3) && (slices >= 3))
{
if (radius < 0.0f) radius = 0.0f;
par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
par_shapes_scale(sphere, radius, radius, radius);
// NOTE: Soft normals are computed internally
mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
mesh.vertexCount = sphere->ntriangles*3;
mesh.triangleCount = sphere->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
}
par_shapes_free_mesh(sphere);
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
}
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: hemisphere");
return mesh;
}
// Generate cylinder mesh
Mesh GenMeshCylinder(float radius, float height, int slices)
{
Mesh mesh = { 0 };
if (slices >= 3)
{
// Instance a cylinder that sits on the Z=0 plane using the given tessellation
// levels across the UV domain. Think of "slices" like a number of pizza
// slices, and "stacks" like a number of stacked rings.
// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
par_shapes_scale(cylinder, radius, radius, height);
par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 });
par_shapes_rotate(cylinder, PI/2.0f, (float[]){ 0, 1, 0 });
// Generate an orientable disk shape (top cap)
par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 });
capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints);
for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f;
par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 });
par_shapes_translate(capTop, 0, height, 0);
// Generate an orientable disk shape (bottom cap)
par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
par_shapes_merge_and_free(cylinder, capTop);
par_shapes_merge_and_free(cylinder, capBottom);
mesh.vertices = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(cylinder->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
mesh.vertexCount = cylinder->ntriangles*3;
mesh.triangleCount = cylinder->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3];
mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2];
mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3];
mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2];
mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2];
mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1];
}
par_shapes_free_mesh(cylinder);
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
}
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cylinder");
return mesh;
}
// Generate cone/pyramid mesh
Mesh GenMeshCone(float radius, float height, int slices)
{
Mesh mesh = { 0 };
if (slices >= 3)
{
// Instance a cone that sits on the Z=0 plane using the given tessellation
// levels across the UV domain. Think of "slices" like a number of pizza
// slices, and "stacks" like a number of stacked rings.
// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
par_shapes_mesh *cone = par_shapes_create_cone(slices, 8);
par_shapes_scale(cone, radius, radius, height);
par_shapes_rotate(cone, -PI/2.0f, (float[]){ 1, 0, 0 });
par_shapes_rotate(cone, PI/2.0f, (float[]){ 0, 1, 0 });
// Generate an orientable disk shape (bottom cap)
par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
par_shapes_merge_and_free(cone, capBottom);
mesh.vertices = (float *)RL_MALLOC(cone->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(cone->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(cone->ntriangles*3*3*sizeof(float));
mesh.vertexCount = cone->ntriangles*3;
mesh.triangleCount = cone->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = cone->points[cone->triangles[k]*3];
mesh.vertices[k*3 + 1] = cone->points[cone->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = cone->points[cone->triangles[k]*3 + 2];
mesh.normals[k*3] = cone->normals[cone->triangles[k]*3];
mesh.normals[k*3 + 1] = cone->normals[cone->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = cone->normals[cone->triangles[k]*3 + 2];
mesh.texcoords[k*2] = cone->tcoords[cone->triangles[k]*2];
mesh.texcoords[k*2 + 1] = cone->tcoords[cone->triangles[k]*2 + 1];
}
par_shapes_free_mesh(cone);
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
}
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cone");
return mesh;
}
// Generate torus mesh
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
{
Mesh mesh = { 0 };
if ((sides >= 3) && (radSeg >= 3))
{
if (radius > 1.0f) radius = 1.0f;
else if (radius < 0.1f) radius = 0.1f;
// Create a donut that sits on the Z=0 plane with the specified inner radius
// The outer radius can be controlled with par_shapes_scale
par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius);
par_shapes_scale(torus, size/2, size/2, size/2);
mesh.vertices = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(torus->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
mesh.vertexCount = torus->ntriangles*3;
mesh.triangleCount = torus->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = torus->points[torus->triangles[k]*3];
mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2];
mesh.normals[k*3] = torus->normals[torus->triangles[k]*3];
mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2];
mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2];
mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1];
}
par_shapes_free_mesh(torus);
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
}
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: torus");
return mesh;
}
// Generate trefoil knot mesh
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
{
Mesh mesh = { 0 };
if ((sides >= 3) && (radSeg >= 3))
{
if (radius > 3.0f) radius = 3.0f;
else if (radius < 0.5f) radius = 0.5f;
par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius);
par_shapes_scale(knot, size, size, size);
mesh.vertices = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(knot->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
mesh.vertexCount = knot->ntriangles*3;
mesh.triangleCount = knot->ntriangles;
for (int k = 0; k < mesh.vertexCount; k++)
{
mesh.vertices[k*3] = knot->points[knot->triangles[k]*3];
mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1];
mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2];
mesh.normals[k*3] = knot->normals[knot->triangles[k]*3];
mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1];
mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2];
mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2];
mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1];
}
par_shapes_free_mesh(knot);
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
}
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: knot");
return mesh;
}
// Generate a mesh from heightmap
// NOTE: Vertex data is uploaded to GPU
Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
Mesh mesh = { 0 };
int mapX = heightmap.width;
int mapZ = heightmap.height;
Color *pixels = LoadImageColors(heightmap);
// NOTE: One vertex per pixel
mesh.triangleCount = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
mesh.vertexCount = mesh.triangleCount*3;
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
mesh.colors = NULL;
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;
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
Vector3 vA = { 0 };
Vector3 vB = { 0 };
Vector3 vC = { 0 };
Vector3 vN = { 0 };
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
mesh.vertices[vCounter] = (float)x*scaleFactor.x;
mesh.vertices[vCounter + 1] = (float)GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z;
mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x;
mesh.vertices[vCounter + 4] = (float)GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z;
mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x;
mesh.vertices[vCounter + 7] = (float)GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
// another triangle - 3 vertex
mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7];
mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8];
mesh.vertices[vCounter + 12] = mesh.vertices[vCounter + 3];
mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4];
mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5];
mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x;
mesh.vertices[vCounter + 16] = (float)GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y;
mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z;
vCounter += 18; // 6 vertex, 18 floats
// Fill texcoords array with data
//--------------------------------------------------------------
mesh.texcoords[tcCounter] = (float)x/(mapX - 1);
mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1);
mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1);
mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1);
mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1);
mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1);
mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4];
mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5];
mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2];
mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3];
mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1);
mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1);
tcCounter += 12; // 6 texcoords, 12 floats
// Fill normals array with data
//--------------------------------------------------------------
for (int i = 0; i < 18; i += 9)
{
vA.x = mesh.vertices[nCounter + i];
vA.y = mesh.vertices[nCounter + i + 1];
vA.z = mesh.vertices[nCounter + i + 2];
vB.x = mesh.vertices[nCounter + i + 3];
vB.y = mesh.vertices[nCounter + i + 4];
vB.z = mesh.vertices[nCounter + i + 5];
vC.x = mesh.vertices[nCounter + i + 6];
vC.y = mesh.vertices[nCounter + i + 7];
vC.z = mesh.vertices[nCounter + i + 8];
vN = Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
mesh.normals[nCounter + i] = vN.x;
mesh.normals[nCounter + i + 1] = vN.y;
mesh.normals[nCounter + i + 2] = vN.z;
mesh.normals[nCounter + i + 3] = vN.x;
mesh.normals[nCounter + i + 4] = vN.y;
mesh.normals[nCounter + i + 5] = vN.z;
mesh.normals[nCounter + i + 6] = vN.x;
mesh.normals[nCounter + i + 7] = vN.y;
mesh.normals[nCounter + i + 8] = vN.z;
}
nCounter += 18; // 6 vertex, 18 floats
trisCounter += 2;
}
}
UnloadImageColors(pixels); // Unload pixels color data
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
return mesh;
}
// Generate a cubes mesh from pixel data
// NOTE: Vertex data is uploaded to GPU
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))
Mesh mesh = { 0 };
Color *pixels = LoadImageColors(cubicmap);
int mapWidth = cubicmap.width;
int mapHeight = cubicmap.height;
// NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
int vCounter = 0; // Used to count vertices
int tcCounter = 0; // Used to count texcoords
int nCounter = 0; // Used to count normals
float w = cubeSize.x;
float h = cubeSize.z;
float h2 = cubeSize.y;
Vector3 *mapVertices = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3));
Vector2 *mapTexcoords = (Vector2 *)RL_MALLOC(maxTriangles*3*sizeof(Vector2));
Vector3 *mapNormals = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3));
// Define the 6 normals of the cube, we will combine them accordingly later...
Vector3 n1 = { 1.0f, 0.0f, 0.0f };
Vector3 n2 = { -1.0f, 0.0f, 0.0f };
Vector3 n3 = { 0.0f, 1.0f, 0.0f };
Vector3 n4 = { 0.0f, -1.0f, 0.0f };
Vector3 n5 = { 0.0f, 0.0f, -1.0f };
Vector3 n6 = { 0.0f, 0.0f, 1.0f };
// NOTE: We use texture rectangles to define different textures for top-bottom-front-back-right-left (6)
typedef struct RectangleF {
float x;
float y;
float width;
float height;
} RectangleF;
RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
for (int z = 0; z < mapHeight; ++z)
{
for (int x = 0; x < mapWidth; ++x)
{
// Define the 8 vertex of the cube, we will combine them accordingly later...
Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) };
Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) };
Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) };
Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) };
Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) };
Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) };
Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) };
Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) };
// We check pixel color to be WHITE -> draw full cube
if (COLOR_EQUAL(pixels[z*cubicmap.width + x], WHITE))
{
// Define triangles and checking collateral cubes
//------------------------------------------------
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
// WARNING: Not required for a WHITE cubes, created to allow seeing the map from outside
mapVertices[vCounter] = v1;
mapVertices[vCounter + 1] = v2;
mapVertices[vCounter + 2] = v3;
mapVertices[vCounter + 3] = v1;
mapVertices[vCounter + 4] = v3;
mapVertices[vCounter + 5] = v4;
vCounter += 6;
mapNormals[nCounter] = n3;
mapNormals[nCounter + 1] = n3;
mapNormals[nCounter + 2] = n3;
mapNormals[nCounter + 3] = n3;
mapNormals[nCounter + 4] = n3;
mapNormals[nCounter + 5] = n3;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y };
tcCounter += 6;
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
mapVertices[vCounter] = v6;
mapVertices[vCounter + 1] = v8;
mapVertices[vCounter + 2] = v7;
mapVertices[vCounter + 3] = v6;
mapVertices[vCounter + 4] = v5;
mapVertices[vCounter + 5] = v8;
vCounter += 6;
mapNormals[nCounter] = n4;
mapNormals[nCounter + 1] = n4;
mapNormals[nCounter + 2] = n4;
mapNormals[nCounter + 3] = n4;
mapNormals[nCounter + 4] = n4;
mapNormals[nCounter + 5] = n4;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height };
mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y };
mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
tcCounter += 6;
// Checking cube on bottom of current cube
if (((z < cubicmap.height - 1) && COLOR_EQUAL(pixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1))
{
// Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v2;
mapVertices[vCounter + 1] = v7;
mapVertices[vCounter + 2] = v3;
mapVertices[vCounter + 3] = v3;
mapVertices[vCounter + 4] = v7;
mapVertices[vCounter + 5] = v8;
vCounter += 6;
mapNormals[nCounter] = n6;
mapNormals[nCounter + 1] = n6;
mapNormals[nCounter + 2] = n6;
mapNormals[nCounter + 3] = n6;
mapNormals[nCounter + 4] = n6;
mapNormals[nCounter + 5] = n6;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ frontTexUV.x, frontTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y };
mapTexcoords[tcCounter + 3] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height };
mapTexcoords[tcCounter + 5] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y + frontTexUV.height };
tcCounter += 6;
}
// Checking cube on top of current cube
if (((z > 0) && COLOR_EQUAL(pixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0))
{
// Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v1;
mapVertices[vCounter + 1] = v5;
mapVertices[vCounter + 2] = v6;
mapVertices[vCounter + 3] = v1;
mapVertices[vCounter + 4] = v4;
mapVertices[vCounter + 5] = v5;
vCounter += 6;
mapNormals[nCounter] = n5;
mapNormals[nCounter + 1] = n5;
mapNormals[nCounter + 2] = n5;
mapNormals[nCounter + 3] = n5;
mapNormals[nCounter + 4] = n5;
mapNormals[nCounter + 5] = n5;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y + backTexUV.height };
mapTexcoords[tcCounter + 3] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ backTexUV.x, backTexUV.y };
mapTexcoords[tcCounter + 5] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height };
tcCounter += 6;
}
// Checking cube on right of current cube
if (((x < cubicmap.width - 1) && COLOR_EQUAL(pixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1))
{
// Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v3;
mapVertices[vCounter + 1] = v8;
mapVertices[vCounter + 2] = v4;
mapVertices[vCounter + 3] = v4;
mapVertices[vCounter + 4] = v8;
mapVertices[vCounter + 5] = v5;
vCounter += 6;
mapNormals[nCounter] = n1;
mapNormals[nCounter + 1] = n1;
mapNormals[nCounter + 2] = n1;
mapNormals[nCounter + 3] = n1;
mapNormals[nCounter + 4] = n1;
mapNormals[nCounter + 5] = n1;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ rightTexUV.x, rightTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y };
mapTexcoords[tcCounter + 3] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height };
mapTexcoords[tcCounter + 5] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y + rightTexUV.height };
tcCounter += 6;
}
// Checking cube on left of current cube
if (((x > 0) && COLOR_EQUAL(pixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0))
{
// Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
// NOTE: Collateral occluded faces are not generated
mapVertices[vCounter] = v1;
mapVertices[vCounter + 1] = v7;
mapVertices[vCounter + 2] = v2;
mapVertices[vCounter + 3] = v1;
mapVertices[vCounter + 4] = v6;
mapVertices[vCounter + 5] = v7;
vCounter += 6;
mapNormals[nCounter] = n2;
mapNormals[nCounter + 1] = n2;
mapNormals[nCounter + 2] = n2;
mapNormals[nCounter + 3] = n2;
mapNormals[nCounter + 4] = n2;
mapNormals[nCounter + 5] = n2;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ leftTexUV.x, leftTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y };
mapTexcoords[tcCounter + 3] = (Vector2){ leftTexUV.x, leftTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ leftTexUV.x, leftTexUV.y + leftTexUV.height };
mapTexcoords[tcCounter + 5] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height };
tcCounter += 6;
}
}
// We check pixel color to be BLACK, we will only draw floor and roof
else if (COLOR_EQUAL(pixels[z*cubicmap.width + x], BLACK))
{
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
mapVertices[vCounter] = v1;
mapVertices[vCounter + 1] = v3;
mapVertices[vCounter + 2] = v2;
mapVertices[vCounter + 3] = v1;
mapVertices[vCounter + 4] = v4;
mapVertices[vCounter + 5] = v3;
vCounter += 6;
mapNormals[nCounter] = n4;
mapNormals[nCounter + 1] = n4;
mapNormals[nCounter + 2] = n4;
mapNormals[nCounter + 3] = n4;
mapNormals[nCounter + 4] = n4;
mapNormals[nCounter + 5] = n4;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height };
mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y };
mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
tcCounter += 6;
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
mapVertices[vCounter] = v6;
mapVertices[vCounter + 1] = v7;
mapVertices[vCounter + 2] = v8;
mapVertices[vCounter + 3] = v6;
mapVertices[vCounter + 4] = v8;
mapVertices[vCounter + 5] = v5;
vCounter += 6;
mapNormals[nCounter] = n3;
mapNormals[nCounter + 1] = n3;
mapNormals[nCounter + 2] = n3;
mapNormals[nCounter + 3] = n3;
mapNormals[nCounter + 4] = n3;
mapNormals[nCounter + 5] = n3;
nCounter += 6;
mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height };
mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y };
tcCounter += 6;
}
}
}
// Move data from mapVertices temp arays to vertices float array
mesh.vertexCount = vCounter;
mesh.triangleCount = vCounter/3;
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
mesh.colors = NULL;
int fCounter = 0;
// Move vertices data
for (int i = 0; i < vCounter; i++)
{
mesh.vertices[fCounter] = mapVertices[i].x;
mesh.vertices[fCounter + 1] = mapVertices[i].y;
mesh.vertices[fCounter + 2] = mapVertices[i].z;
fCounter += 3;
}
fCounter = 0;
// Move normals data
for (int i = 0; i < nCounter; i++)
{
mesh.normals[fCounter] = mapNormals[i].x;
mesh.normals[fCounter + 1] = mapNormals[i].y;
mesh.normals[fCounter + 2] = mapNormals[i].z;
fCounter += 3;
}
fCounter = 0;
// Move texcoords data
for (int i = 0; i < tcCounter; i++)
{
mesh.texcoords[fCounter] = mapTexcoords[i].x;
mesh.texcoords[fCounter + 1] = mapTexcoords[i].y;
fCounter += 2;
}
RL_FREE(mapVertices);
RL_FREE(mapNormals);
RL_FREE(mapTexcoords);
UnloadImageColors(pixels); // Unload pixels color data
// Upload vertex data to GPU (static mesh)
UploadMesh(&mesh, false);
return mesh;
}
#endif // SUPPORT_MESH_GENERATION
// Compute mesh bounding box limits
// NOTE: minVertex and maxVertex should be transformed by model transform matrix
BoundingBox GetMeshBoundingBox(Mesh mesh)
{
// Get min and max vertex to construct bounds (AABB)
Vector3 minVertex = { 0 };
Vector3 maxVertex = { 0 };
if (mesh.vertices != NULL)
{
minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
for (int i = 1; i < mesh.vertexCount; i++)
{
minVertex = Vector3Min(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
maxVertex = Vector3Max(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
}
}
// Create the bounding box
BoundingBox box = { 0 };
box.min = minVertex;
box.max = maxVertex;
return box;
}
// Compute mesh tangents
// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void GenMeshTangents(Mesh *mesh)
{
if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
else
{
RL_FREE(mesh->tangents);
mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
}
Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
for (int i = 0; i < mesh->vertexCount; i += 3)
{
// Get triangle vertices
Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] };
Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] };
// Get triangle texcoords
Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] };
Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] };
Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] };
float x1 = v2.x - v1.x;
float y1 = v2.y - v1.y;
float z1 = v2.z - v1.z;
float x2 = v3.x - v1.x;
float y2 = v3.y - v1.y;
float z2 = v3.z - v1.z;
float s1 = uv2.x - uv1.x;
float t1 = uv2.y - uv1.y;
float s2 = uv3.x - uv1.x;
float t2 = uv3.y - uv1.y;
float div = s1*t2 - s2*t1;
float r = (div == 0.0f)? 0.0f : 1.0f/div;
Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r };
Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r };
tan1[i + 0] = sdir;
tan1[i + 1] = sdir;
tan1[i + 2] = sdir;
tan2[i + 0] = tdir;
tan2[i + 1] = tdir;
tan2[i + 2] = tdir;
}
// Compute tangents considering normals
for (int i = 0; i < mesh->vertexCount; i++)
{
Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
Vector3 tangent = tan1[i];
// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
#if defined(COMPUTE_TANGENTS_METHOD_01)
Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
tmp = Vector3Normalize(tmp);
mesh->tangents[i*4 + 0] = tmp.x;
mesh->tangents[i*4 + 1] = tmp.y;
mesh->tangents[i*4 + 2] = tmp.z;
mesh->tangents[i*4 + 3] = 1.0f;
#else
Vector3OrthoNormalize(&normal, &tangent);
mesh->tangents[i*4 + 0] = tangent.x;
mesh->tangents[i*4 + 1] = tangent.y;
mesh->tangents[i*4 + 2] = tangent.z;
mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f)? -1.0f : 1.0f;
#endif
}
RL_FREE(tan1);
RL_FREE(tan2);
if (mesh->vboId != NULL)
{
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
{
// Upate existing vertex buffer
rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
}
else
{
// Load a new tangent attributes buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
}
rlEnableVertexArray(mesh->vaoId);
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(4);
rlDisableVertexArray();
}
TRACELOG(LOG_INFO, "MESH: Tangents data computed and uploaded for provided mesh");
}
// Compute mesh binormals (aka bitangent)
void GenMeshBinormals(Mesh *mesh)
{
for (int i = 0; i < mesh->vertexCount; i++)
{
//Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
//Vector3 tangent = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] };
//Vector3 binormal = Vector3Scale(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]);
// TODO: Register computed binormal in mesh->binormal?
}
}
// Draw a model (with texture if set)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 1.0f, 0.0f };
DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
}
// Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
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);
// Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
model.transform = MatrixMultiply(model.transform, matTransform);
for (int i = 0; i < model.meshCount; i++)
{
Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color;
Color colorTint = WHITE;
colorTint.r = (unsigned char)((((float)color.r/255.0)*((float)tint.r/255.0))*255.0f);
colorTint.g = (unsigned char)((((float)color.g/255.0)*((float)tint.g/255.0))*255.0f);
colorTint.b = (unsigned char)((((float)color.b/255.0)*((float)tint.b/255.0))*255.0f);
colorTint.a = (unsigned char)((((float)color.a/255.0)*((float)tint.a/255.0))*255.0f);
model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint;
DrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = color;
}
}
// Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
{
rlEnableWireMode();
DrawModel(model, position, scale, tint);
rlDisableWireMode();
}
// Draw a model wires (with texture if set) with extended parameters
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
rlEnableWireMode();
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
rlDisableWireMode();
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint)
{
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
}
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size.y, size.x*(float)source.height/source.width };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(rightScaled, upScaled);
Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
Vector3 topLeft = Vector3Scale(p2, -1);
Vector3 topRight = p1;
Vector3 bottomRight = p2;
Vector3 bottomLeft = Vector3Scale(p1, -1);
if (rotation != 0.0f)
{
float sinRotation = sinf(rotation*DEG2RAD);
float cosRotation = cosf(rotation*DEG2RAD);
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
float rotateAboutX = sizeRatio.x*origin.x/2;
float rotateAboutY = sizeRatio.y*origin.y/2;
float xtvalue, ytvalue;
float rotatedX, rotatedY;
xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
}
// Translate points to the draw center (position)
topLeft = Vector3Add(topLeft, position);
topRight = Vector3Add(topRight, position);
bottomRight = Vector3Add(bottomRight, position);
bottomLeft = Vector3Add(bottomLeft, position);
rlCheckRenderBatchLimit(4);
rlSetTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(topRight.x, topRight.y, topRight.z);
rlEnd();
rlSetTexture(0);
}
// Draw a bounding box with wires
void DrawBoundingBox(BoundingBox box, Color color)
{
Vector3 size = { 0 };
size.x = fabsf(box.max.x - box.min.x);
size.y = fabsf(box.max.y - box.min.y);
size.z = fabsf(box.max.z - box.min.z);
Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f };
DrawCubeWires(center, size.x, size.y, size.z, color);
}
// Check collision between two spheres
bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
{
bool collision = false;
// Simple way to check for collision, just checking distance between two points
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
/*
float dx = center1.x - center2.x; // X distance between centers
float dy = center1.y - center2.y; // Y distance between centers
float dz = center1.z - center2.z; // Z distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
if (distance <= (radius1 + radius2)) collision = true;
*/
// Check for distances squared to avoid sqrtf()
if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true;
return collision;
}
// Check collision between two boxes
// NOTE: Boxes are defined by two points minimum and maximum
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
{
bool collision = true;
if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x))
{
if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false;
if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false;
}
else collision = false;
return collision;
}
// Check collision between box and sphere
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
{
bool collision = false;
float dmin = 0;
if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2);
else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2);
if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2);
else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2);
if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2);
else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2);
if (dmin <= (radius*radius)) collision = true;
return collision;
}
// Get collision info between ray and sphere
RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
{
RayCollision collision = { 0 };
Vector3 raySpherePos = Vector3Subtract(center, ray.position);
float vector = Vector3DotProduct(raySpherePos, ray.direction);
float distance = Vector3Length(raySpherePos);
float d = radius*radius - (distance*distance - vector*vector);
collision.hit = d >= 0.0f;
// Check if ray origin is inside the sphere to calculate the correct collision point
if (distance < radius)
{
collision.distance = vector + sqrtf(d);
// Calculate collision point
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
// Calculate collision normal (pointing outwards)
collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center)));
}
else
{
collision.distance = vector - sqrtf(d);
// Calculate collision point
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
// Calculate collision normal (pointing inwards)
collision.normal = Vector3Normalize(Vector3Subtract(collision.point, center));
}
return collision;
}
// Get collision info between ray and box
RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
{
RayCollision collision = { 0 };
// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
// Reversing ray.direction will give use the correct result.
bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) &&
(ray.position.y > box.min.y) && (ray.position.y < box.max.y) &&
(ray.position.z > box.min.z) && (ray.position.z < box.max.z);
if (insideBox) ray.direction = Vector3Negate(ray.direction);
float t[11] = { 0 };
t[8] = 1.0f/ray.direction.x;
t[9] = 1.0f/ray.direction.y;
t[10] = 1.0f/ray.direction.z;
t[0] = (box.min.x - ray.position.x)*t[8];
t[1] = (box.max.x - ray.position.x)*t[8];
t[2] = (box.min.y - ray.position.y)*t[9];
t[3] = (box.max.y - ray.position.y)*t[9];
t[4] = (box.min.z - ray.position.z)*t[10];
t[5] = (box.max.z - ray.position.z)*t[10];
t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
collision.hit = !((t[7] < 0) || (t[6] > t[7]));
collision.distance = t[6];
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
// Get box center point
collision.normal = Vector3Lerp(box.min, box.max, 0.5f);
// Get vector center point->hit point
collision.normal = Vector3Subtract(collision.point, collision.normal);
// Scale vector to unit cube
// NOTE: We use an additional .01 to fix numerical errors
collision.normal = Vector3Scale(collision.normal, 2.01f);
collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
// The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
// and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal!
collision.normal.x = (float)((int)collision.normal.x);
collision.normal.y = (float)((int)collision.normal.y);
collision.normal.z = (float)((int)collision.normal.z);
collision.normal = Vector3Normalize(collision.normal);
if (insideBox)
{
// Reset ray.direction
ray.direction = Vector3Negate(ray.direction);
// Fix result
collision.distance *= -1.0f;
collision.normal = Vector3Negate(collision.normal);
}
return collision;
}
// Get collision info between ray and mesh
RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
{
RayCollision collision = { 0 };
// Check if mesh vertex data on CPU for testing
if (mesh.vertices != NULL)
{
int triangleCount = mesh.triangleCount;
// Test against all triangles in mesh
for (int i = 0; i < triangleCount; i++)
{
Vector3 a, b, c;
Vector3* vertdata = (Vector3*)mesh.vertices;
if (mesh.indices)
{
a = vertdata[mesh.indices[i*3 + 0]];
b = vertdata[mesh.indices[i*3 + 1]];
c = vertdata[mesh.indices[i*3 + 2]];
}
else
{
a = vertdata[i*3 + 0];
b = vertdata[i*3 + 1];
c = vertdata[i*3 + 2];
}
a = Vector3Transform(a, transform);
b = Vector3Transform(b, transform);
c = Vector3Transform(c, transform);
RayCollision triHitInfo = GetRayCollisionTriangle(ray, a, b, c);
if (triHitInfo.hit)
{
// Save the closest hit triangle
if ((!collision.hit) || (collision.distance > triHitInfo.distance)) collision = triHitInfo;
}
}
}
return collision;
}
// Get collision info between ray and model
RayCollision GetRayCollisionModel(Ray ray, Model model)
{
RayCollision collision = { 0 };
for (int m = 0; m < model.meshCount; m++)
{
RayCollision meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
if (meshHitInfo.hit)
{
// Save the closest hit mesh
if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
}
}
return collision;
}
// Get collision info between ray and triangle
// NOTE: The points are expected to be in counter-clockwise winding
// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
{
#define EPSILON 0.000001 // A small number
RayCollision collision = { 0 };
Vector3 edge1 = { 0 };
Vector3 edge2 = { 0 };
Vector3 p, q, tv;
float det, invDet, u, v, t;
// Find vectors for two edges sharing V1
edge1 = Vector3Subtract(p2, p1);
edge2 = Vector3Subtract(p3, p1);
// Begin calculating determinant - also used to calculate u parameter
p = Vector3CrossProduct(ray.direction, edge2);
// If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
det = Vector3DotProduct(edge1, p);
// Avoid culling!
if ((det > -EPSILON) && (det < EPSILON)) return collision;
invDet = 1.0f/det;
// Calculate distance from V1 to ray origin
tv = Vector3Subtract(ray.position, p1);
// Calculate u parameter and test bound
u = Vector3DotProduct(tv, p)*invDet;
// The intersection lies outside of the triangle
if ((u < 0.0f) || (u > 1.0f)) return collision;
// Prepare to test v parameter
q = Vector3CrossProduct(tv, edge1);
// Calculate V parameter and test bound
v = Vector3DotProduct(ray.direction, q)*invDet;
// The intersection lies outside of the triangle
if ((v < 0.0f) || ((u + v) > 1.0f)) return collision;
t = Vector3DotProduct(edge2, q)*invDet;
if (t > EPSILON)
{
// Ray hit, get hit point and normal
collision.hit = true;
collision.distance = t;
collision.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
}
return collision;
}
// Get collision info between ray and quad
// NOTE: The points are expected to be in counter-clockwise winding
RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4)
{
RayCollision collision = { 0 };
collision = GetRayCollisionTriangle(ray, p1, p2, p4);
if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4);
return collision;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
#if defined(SUPPORT_FILEFORMAT_OBJ)
// Load OBJ mesh data
//
// Keep the following information in mind when reading this
// - A mesh is created for every material present in the obj file
// - the model.meshCount is therefore the materialCount returned from tinyobj
// - the mesh is automatically triangulated by tinyobj
static Model LoadOBJ(const char *fileName)
{
Model model = { 0 };
tinyobj_attrib_t attrib = { 0 };
tinyobj_shape_t *meshes = NULL;
unsigned int meshCount = 0;
tinyobj_material_t *materials = NULL;
unsigned int materialCount = 0;
char *fileText = LoadFileText(fileName);
if (fileText != NULL)
{
unsigned int dataSize = (unsigned int)strlen(fileText);
char currentDir[1024] = { 0 };
strcpy(currentDir, GetWorkingDirectory());
const char *workingDir = GetDirectoryPath(fileName);
if (CHDIR(workingDir) != 0)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
}
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags);
if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount);
model.meshCount = materialCount;
// Init model materials array
if (materialCount > 0)
{
model.materialCount = materialCount;
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
TraceLog(LOG_INFO, "MODEL: model has %i material meshes", materialCount);
}
else
{
model.meshCount = 1;
TraceLog(LOG_INFO, "MODEL: No materials, putting all meshes in a default material");
}
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
// Count the faces for each material
int *matFaces = RL_CALLOC(model.meshCount, sizeof(int));
// iff no materials are present use all faces on one mesh
if (materialCount > 0)
{
for (int fi = 0; fi< attrib.num_faces; fi++)
{
//tinyobj_vertex_index_t face = attrib.faces[fi];
int idx = attrib.material_ids[fi];
matFaces[idx]++;
}
}
else
{
matFaces[0] = attrib.num_faces;
}
//--------------------------------------
// Create the material meshes
// Running counts/indexes for each material mesh as we are
// building them at the same time
int *vCount = RL_CALLOC(model.meshCount, sizeof(int));
int *vtCount = RL_CALLOC(model.meshCount, sizeof(int));
int *vnCount = RL_CALLOC(model.meshCount, sizeof(int));
int *faceCount = RL_CALLOC(model.meshCount, sizeof(int));
// Allocate space for each of the material meshes
for (int mi = 0; mi < model.meshCount; mi++)
{
model.meshes[mi].vertexCount = matFaces[mi]*3;
model.meshes[mi].triangleCount = matFaces[mi];
model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
model.meshes[mi].texcoords = (float *)RL_CALLOC(model.meshes[mi].vertexCount*2, sizeof(float));
model.meshes[mi].normals = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
model.meshMaterial[mi] = mi;
}
// Scan through the combined sub meshes and pick out each material mesh
for (unsigned int af = 0; af < attrib.num_faces; af++)
{
int mm = attrib.material_ids[af]; // mesh material for this face
if (mm == -1) { mm = 0; } // no material object..
// Get indices for the face
tinyobj_vertex_index_t idx0 = attrib.faces[3*af + 0];
tinyobj_vertex_index_t idx1 = attrib.faces[3*af + 1];
tinyobj_vertex_index_t idx2 = attrib.faces[3*af + 2];
// Fill vertices buffer (float) using vertex index of the face
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3;
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount[mm] +=3;
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount[mm] +=3;
if (attrib.num_texcoords > 0)
{
// Fill texcoords buffer (float) using vertex index of the face
// NOTE: Y-coordinate must be flipped upside-down to account for
// raylib's upside down textures...
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount[mm] += 2;
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount[mm] += 2;
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount[mm] += 2;
}
if (attrib.num_normals > 0)
{
// Fill normals buffer (float) using vertex index of the face
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount[mm] +=3;
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount[mm] +=3;
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount[mm] +=3;
}
}
// Init model materials
for (unsigned int m = 0; m < materialCount; m++)
{
// Init material to default
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
model.materials[m] = LoadMaterialDefault();
// Get default texture, in case no texture is defined
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
if (materials[m].specular_texname != NULL) model.materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
model.materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2]*255.0f), 255 }; //float specular[3];
model.materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
if (materials[m].bump_texname != NULL) model.materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
model.materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
model.materials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
model.materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2]*255.0f), 255 }; //float emission[3];
if (materials[m].displacement_texname != NULL) model.materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
}
tinyobj_attrib_free(&attrib);
tinyobj_shapes_free(meshes, meshCount);
tinyobj_materials_free(materials, materialCount);
UnloadFileText(fileText);
RL_FREE(matFaces);
RL_FREE(vCount);
RL_FREE(vtCount);
RL_FREE(vnCount);
RL_FREE(faceCount);
if (CHDIR(currentDir) != 0)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir);
}
}
return model;
}
#endif
#if defined(SUPPORT_FILEFORMAT_IQM)
// Load IQM mesh data
static Model LoadIQM(const char *fileName)
{
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
#define IQM_VERSION 2 // only IQM version 2 supported
#define BONE_NAME_LENGTH 32 // BoneInfo name string length
#define MESH_NAME_LENGTH 32 // Mesh name string length
#define MATERIAL_NAME_LENGTH 32 // Material name string length
unsigned int fileSize = 0;
unsigned char *fileData = LoadFileData(fileName, &fileSize);
unsigned char *fileDataPtr = fileData;
// IQM file structs
//-----------------------------------------------------------------------------------
typedef struct IQMHeader {
char magic[16];
unsigned int version;
unsigned int filesize;
unsigned int flags;
unsigned int num_text, ofs_text;
unsigned int num_meshes, ofs_meshes;
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
unsigned int num_triangles, ofs_triangles, ofs_adjacency;
unsigned int num_joints, ofs_joints;
unsigned int num_poses, ofs_poses;
unsigned int num_anims, ofs_anims;
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
unsigned int num_comment, ofs_comment;
unsigned int num_extensions, ofs_extensions;
} IQMHeader;
typedef struct IQMMesh {
unsigned int name;
unsigned int material;
unsigned int first_vertex, num_vertexes;
unsigned int first_triangle, num_triangles;
} IQMMesh;
typedef struct IQMTriangle {
unsigned int vertex[3];
} IQMTriangle;
typedef struct IQMJoint {
unsigned int name;
int parent;
float translate[3], rotate[4], scale[3];
} IQMJoint;
typedef struct IQMVertexArray {
unsigned int type;
unsigned int flags;
unsigned int format;
unsigned int size;
unsigned int offset;
} IQMVertexArray;
// NOTE: Below IQM structures are not used but listed for reference
/*
typedef struct IQMAdjacency {
unsigned int triangle[3];
} IQMAdjacency;
typedef struct IQMPose {
int parent;
unsigned int mask;
float channeloffset[10];
float channelscale[10];
} IQMPose;
typedef struct IQMAnim {
unsigned int name;
unsigned int first_frame, num_frames;
float framerate;
unsigned int flags;
} IQMAnim;
typedef struct IQMBounds {
float bbmin[3], bbmax[3];
float xyradius, radius;
} IQMBounds;
*/
//-----------------------------------------------------------------------------------
// IQM vertex data types
enum {
IQM_POSITION = 0,
IQM_TEXCOORD = 1,
IQM_NORMAL = 2,
IQM_TANGENT = 3, // NOTE: Tangents unused by default
IQM_BLENDINDEXES = 4,
IQM_BLENDWEIGHTS = 5,
IQM_COLOR = 6,
IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default
};
Model model = { 0 };
IQMMesh *imesh = NULL;
IQMTriangle *tri = NULL;
IQMVertexArray *va = NULL;
IQMJoint *ijoint = NULL;
float *vertex = NULL;
float *normal = NULL;
float *text = NULL;
char *blendi = NULL;
unsigned char *blendw = NULL;
unsigned char *color = NULL;
// In case file can not be read, return an empty model
if (fileDataPtr == NULL) return model;
// Read IQM header
IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
return model;
}
if (iqmHeader->version != IQM_VERSION)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
return model;
}
//fileDataPtr += sizeof(IQMHeader); // Move file data pointer
// Meshes data processing
imesh = RL_MALLOC(iqmHeader->num_meshes*sizeof(IQMMesh));
//fseek(iqmFile, iqmHeader->ofs_meshes, SEEK_SET);
//fread(imesh, sizeof(IQMMesh)*iqmHeader->num_meshes, 1, iqmFile);
memcpy(imesh, fileDataPtr + iqmHeader->ofs_meshes, iqmHeader->num_meshes*sizeof(IQMMesh));
model.meshCount = iqmHeader->num_meshes;
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
model.materialCount = model.meshCount;
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
char name[MESH_NAME_LENGTH] = { 0 };
char material[MATERIAL_NAME_LENGTH] = { 0 };
for (int i = 0; i < model.meshCount; i++)
{
//fseek(iqmFile, iqmHeader->ofs_text + imesh[i].name, SEEK_SET);
//fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile);
memcpy(name, fileDataPtr + iqmHeader->ofs_text + imesh[i].name, MESH_NAME_LENGTH*sizeof(char));
//fseek(iqmFile, iqmHeader->ofs_text + imesh[i].material, SEEK_SET);
//fread(material, sizeof(char)*MATERIAL_NAME_LENGTH, 1, iqmFile);
memcpy(material, fileDataPtr + iqmHeader->ofs_text + imesh[i].material, MATERIAL_NAME_LENGTH*sizeof(char));
model.materials[i] = LoadMaterialDefault();
TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material);
model.meshes[i].vertexCount = imesh[i].num_vertexes;
model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions
model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
model.meshes[i].triangleCount = imesh[i].num_triangles;
model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));
// Animated verted data, what we actually process for rendering
// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
}
// Triangles data processing
tri = RL_MALLOC(iqmHeader->num_triangles*sizeof(IQMTriangle));
//fseek(iqmFile, iqmHeader->ofs_triangles, SEEK_SET);
//fread(tri, iqmHeader->num_triangles*sizeof(IQMTriangle), 1, iqmFile);
memcpy(tri, fileDataPtr + iqmHeader->ofs_triangles, iqmHeader->num_triangles*sizeof(IQMTriangle));
for (int m = 0; m < model.meshCount; m++)
{
int tcounter = 0;
for (unsigned int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++)
{
// IQM triangles indexes are stored in counter-clockwise, but raylib processes the index in linear order,
// expecting they point to the counter-clockwise vertex triangle, so we need to reverse triangle indexes
// NOTE: raylib renders vertex data in counter-clockwise order (standard convention) by default
model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex;
model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex;
model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
tcounter += 3;
}
}
// Vertex arrays data processing
va = RL_MALLOC(iqmHeader->num_vertexarrays*sizeof(IQMVertexArray));
//fseek(iqmFile, iqmHeader->ofs_vertexarrays, SEEK_SET);
//fread(va, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray), 1, iqmFile);
memcpy(va, fileDataPtr + iqmHeader->ofs_vertexarrays, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray));
for (unsigned int i = 0; i < iqmHeader->num_vertexarrays; i++)
{
switch (va[i].type)
{
case IQM_POSITION:
{
vertex = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float));
//fseek(iqmFile, va[i].offset, SEEK_SET);
//fread(vertex, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile);
memcpy(vertex, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float));
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
{
int vCounter = 0;
for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
{
model.meshes[m].vertices[vCounter] = vertex[i];
model.meshes[m].animVertices[vCounter] = vertex[i];
vCounter++;
}
}
} break;
case IQM_NORMAL:
{
normal = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float));
//fseek(iqmFile, va[i].offset, SEEK_SET);
//fread(normal, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile);
memcpy(normal, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float));
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
{
int vCounter = 0;
for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
{
model.meshes[m].normals[vCounter] = normal[i];
model.meshes[m].animNormals[vCounter] = normal[i];
vCounter++;
}
}
} break;
case IQM_TEXCOORD:
{
text = RL_MALLOC(iqmHeader->num_vertexes*2*sizeof(float));
//fseek(iqmFile, va[i].offset, SEEK_SET);
//fread(text, iqmHeader->num_vertexes*2*sizeof(float), 1, iqmFile);
memcpy(text, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*2*sizeof(float));
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
{
int vCounter = 0;
for (unsigned int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
{
model.meshes[m].texcoords[vCounter] = text[i];
vCounter++;
}
}
} break;
case IQM_BLENDINDEXES:
{
blendi = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(char));
//fseek(iqmFile, va[i].offset, SEEK_SET);
//fread(blendi, iqmHeader->num_vertexes*4*sizeof(char), 1, iqmFile);
memcpy(blendi, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(char));
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
{
int boneCounter = 0;
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
{
model.meshes[m].boneIds[boneCounter] = blendi[i];
boneCounter++;
}
}
} break;
case IQM_BLENDWEIGHTS:
{
blendw = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char));
//fseek(iqmFile, va[i].offset, SEEK_SET);
//fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile);
memcpy(blendw, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char));
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
{
int boneCounter = 0;
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
{
model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f;
boneCounter++;
}
}
} break;
case IQM_COLOR:
{
color = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char));
//fseek(iqmFile, va[i].offset, SEEK_SET);
//fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile);
memcpy(color, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char));
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
{
model.meshes[m].colors = RL_CALLOC(model.meshes[m].vertexCount*4, sizeof(unsigned char));
int vCounter = 0;
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
{
model.meshes[m].colors[vCounter] = color[i];
vCounter++;
}
}
} break;
}
}
// Bones (joints) data processing
ijoint = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint));
//fseek(iqmFile, iqmHeader->ofs_joints, SEEK_SET);
//fread(ijoint, iqmHeader->num_joints*sizeof(IQMJoint), 1, iqmFile);
memcpy(ijoint, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint));
model.boneCount = iqmHeader->num_joints;
model.bones = RL_MALLOC(iqmHeader->num_joints*sizeof(BoneInfo));
model.bindPose = RL_MALLOC(iqmHeader->num_joints*sizeof(Transform));
for (unsigned int i = 0; i < iqmHeader->num_joints; i++)
{
// Bones
model.bones[i].parent = ijoint[i].parent;
//fseek(iqmFile, iqmHeader->ofs_text + ijoint[i].name, SEEK_SET);
//fread(model.bones[i].name, BONE_NAME_LENGTH*sizeof(char), 1, iqmFile);
memcpy(model.bones[i].name, fileDataPtr + iqmHeader->ofs_text + ijoint[i].name, BONE_NAME_LENGTH*sizeof(char));
// Bind pose (base pose)
model.bindPose[i].translation.x = ijoint[i].translate[0];
model.bindPose[i].translation.y = ijoint[i].translate[1];
model.bindPose[i].translation.z = ijoint[i].translate[2];
model.bindPose[i].rotation.x = ijoint[i].rotate[0];
model.bindPose[i].rotation.y = ijoint[i].rotate[1];
model.bindPose[i].rotation.z = ijoint[i].rotate[2];
model.bindPose[i].rotation.w = ijoint[i].rotate[3];
model.bindPose[i].scale.x = ijoint[i].scale[0];
model.bindPose[i].scale.y = ijoint[i].scale[1];
model.bindPose[i].scale.z = ijoint[i].scale[2];
}
// Build bind pose from parent joints
for (int i = 0; i < model.boneCount; i++)
{
if (model.bones[i].parent >= 0)
{
model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
}
}
RL_FREE(fileData);
RL_FREE(imesh);
RL_FREE(tri);
RL_FREE(va);
RL_FREE(vertex);
RL_FREE(normal);
RL_FREE(text);
RL_FREE(blendi);
RL_FREE(blendw);
RL_FREE(ijoint);
return model;
}
// Load IQM animation data
static ModelAnimation* LoadIQMModelAnimations(const char *fileName, unsigned int *animCount)
{
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
#define IQM_VERSION 2 // only IQM version 2 supported
unsigned int fileSize = 0;
unsigned char *fileData = LoadFileData(fileName, &fileSize);
unsigned char *fileDataPtr = fileData;
typedef struct IQMHeader {
char magic[16];
unsigned int version;
unsigned int filesize;
unsigned int flags;
unsigned int num_text, ofs_text;
unsigned int num_meshes, ofs_meshes;
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
unsigned int num_triangles, ofs_triangles, ofs_adjacency;
unsigned int num_joints, ofs_joints;
unsigned int num_poses, ofs_poses;
unsigned int num_anims, ofs_anims;
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
unsigned int num_comment, ofs_comment;
unsigned int num_extensions, ofs_extensions;
} IQMHeader;
typedef struct IQMPose {
int parent;
unsigned int mask;
float channeloffset[10];
float channelscale[10];
} IQMPose;
typedef struct IQMAnim {
unsigned int name;
unsigned int first_frame, num_frames;
float framerate;
unsigned int flags;
} IQMAnim;
// In case file can not be read, return an empty model
if (fileDataPtr == NULL) return NULL;
// Read IQM header
IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
return NULL;
}
if (iqmHeader->version != IQM_VERSION)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
return NULL;
}
// Get bones data
IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
//fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
//fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
// Get animations data
*animCount = iqmHeader->num_anims;
IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
//fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
//fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
// frameposes
unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
//fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
//fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
{
animations[a].frameCount = anim[a].num_frames;
animations[a].boneCount = iqmHeader->num_poses;
animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
// animations[a].framerate = anim.framerate; // TODO: Use framerate?
for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
{
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
animations[a].bones[j].parent = poses[j].parent;
}
for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
{
for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
{
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
if (poses[i].mask & 0x01)
{
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
dcounter++;
}
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
if (poses[i].mask & 0x02)
{
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
dcounter++;
}
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
if (poses[i].mask & 0x04)
{
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
if (poses[i].mask & 0x08)
{
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
if (poses[i].mask & 0x10)
{
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
if (poses[i].mask & 0x20)
{
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
if (poses[i].mask & 0x40)
{
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
dcounter++;
}
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
if (poses[i].mask & 0x80)
{
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
dcounter++;
}
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
if (poses[i].mask & 0x100)
{
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
dcounter++;
}
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
if (poses[i].mask & 0x200)
{
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
dcounter++;
}
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
}
}
// Build frameposes
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
{
for (int i = 0; i < animations[a].boneCount; i++)
{
if (animations[a].bones[i].parent >= 0)
{
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
}
}
}
}
RL_FREE(fileData);
RL_FREE(framedata);
RL_FREE(poses);
RL_FREE(anim);
return animations;
}
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
static const unsigned char base64Table[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 62, 0, 0, 0, 63, 52, 53,
54, 55, 56, 57, 58, 59, 60, 61, 0, 0,
0, 0, 0, 0, 0, 0, 1, 2, 3, 4,
5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
15, 16, 17, 18, 19, 20, 21, 22, 23, 24,
25, 0, 0, 0, 0, 0, 0, 26, 27, 28,
29, 30, 31, 32, 33, 34, 35, 36, 37, 38,
39, 40, 41, 42, 43, 44, 45, 46, 47, 48,
49, 50, 51
};
static int GetSizeBase64(char *input)
{
int size = 0;
for (int i = 0; input[4*i] != 0; i++)
{
if (input[4*i + 3] == '=')
{
if (input[4*i + 2] == '=') size += 1;
else size += 2;
}
else size += 3;
}
return size;
}
static unsigned char *DecodeBase64(char *input, int *size)
{
*size = GetSizeBase64(input);
unsigned char *buf = (unsigned char *)RL_MALLOC(*size);
for (int i = 0; i < *size/3; i++)
{
unsigned char a = base64Table[(int)input[4*i]];
unsigned char b = base64Table[(int)input[4*i + 1]];
unsigned char c = base64Table[(int)input[4*i + 2]];
unsigned char d = base64Table[(int)input[4*i + 3]];
buf[3*i] = (a << 2) | (b >> 4);
buf[3*i + 1] = (b << 4) | (c >> 2);
buf[3*i + 2] = (c << 6) | d;
}
if (*size%3 == 1)
{
int n = *size/3;
unsigned char a = base64Table[(int)input[4*n]];
unsigned char b = base64Table[(int)input[4*n + 1]];
buf[*size - 1] = (a << 2) | (b >> 4);
}
else if (*size%3 == 2)
{
int n = *size/3;
unsigned char a = base64Table[(int)input[4*n]];
unsigned char b = base64Table[(int)input[4*n + 1]];
unsigned char c = base64Table[(int)input[4*n + 2]];
buf[*size - 2] = (a << 2) | (b >> 4);
buf[*size - 1] = (b << 4) | (c >> 2);
}
return buf;
}
// Load texture from cgltf_image
static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Color tint)
{
Image rimage = { 0 };
if (image->uri)
{
if ((strlen(image->uri) > 5) &&
(image->uri[0] == 'd') &&
(image->uri[1] == 'a') &&
(image->uri[2] == 't') &&
(image->uri[3] == 'a') &&
(image->uri[4] == ':'))
{
// Data URI
// Format: data:<mediatype>;base64,<data>
// Find the comma
int i = 0;
while ((image->uri[i] != ',') && (image->uri[i] != 0)) i++;
if (image->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image");
else
{
int size = 0;
unsigned char *data = DecodeBase64(image->uri + i + 1, &size);
rimage = LoadImageFromMemory(".png", data, size);
RL_FREE(data);
// TODO: Tint shouldn't be applied here!
ImageColorTint(&rimage, tint);
}
}
else
{
rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri));
// TODO: Tint shouldn't be applied here!
ImageColorTint(&rimage, tint);
}
}
else if (image->buffer_view)
{
unsigned char *data = RL_MALLOC(image->buffer_view->size);
int n = (int)image->buffer_view->offset;
int stride = (int)image->buffer_view->stride ? (int)image->buffer_view->stride : 1;
for (unsigned int i = 0; i < image->buffer_view->size; i++)
{
data[i] = ((unsigned char *)image->buffer_view->buffer->data)[n];
n += stride;
}
rimage = LoadImageFromMemory(".png", data, (int)image->buffer_view->size);
RL_FREE(data);
// TODO: Tint shouldn't be applied here!
ImageColorTint(&rimage, tint);
}
else rimage = GenImageColor(1, 1, tint);
return rimage;
}
//
static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variable)
{
unsigned int typeElements = 0;
switch (acc->type)
{
case cgltf_type_scalar: typeElements = 1; break;
case cgltf_type_vec2: typeElements = 2; break;
case cgltf_type_vec3: typeElements = 3; break;
case cgltf_type_vec4:
case cgltf_type_mat2: typeElements = 4; break;
case cgltf_type_mat3: typeElements = 9; break;
case cgltf_type_mat4: typeElements = 16; break;
case cgltf_type_invalid: typeElements = 0; break;
default: break;
}
unsigned int typeSize = 0;
switch (acc->component_type)
{
case cgltf_component_type_r_8u:
case cgltf_component_type_r_8: typeSize = 1; break;
case cgltf_component_type_r_16u:
case cgltf_component_type_r_16: typeSize = 2; break;
case cgltf_component_type_r_32f:
case cgltf_component_type_r_32u: typeSize = 4; break;
case cgltf_component_type_invalid: typeSize = 0; break;
default: break;
}
unsigned int singleElementSize = typeSize*typeElements;
if (acc->count == 2)
{
if (index > 1) return false;
memcpy(variable, index == 0 ? acc->min : acc->max, singleElementSize);
return true;
}
memset(variable, 0, singleElementSize);
if (acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL) return false;
if (!acc->buffer_view->stride)
{
void *readPosition = ((char *)acc->buffer_view->buffer->data) + (index*singleElementSize) + acc->buffer_view->offset + acc->offset;
memcpy(variable, readPosition, singleElementSize);
}
else
{
void *readPosition = ((char *)acc->buffer_view->buffer->data) + (index*acc->buffer_view->stride) + acc->buffer_view->offset + acc->offset;
memcpy(variable, readPosition, singleElementSize);
}
return true;
}
static void *ReadGLTFValuesAs(cgltf_accessor* acc, cgltf_component_type type, bool adjustOnDownCasting)
{
unsigned int count = acc->count;
unsigned int typeSize = 0;
switch (type)
{
case cgltf_component_type_r_8u:
case cgltf_component_type_r_8: typeSize = 1; break;
case cgltf_component_type_r_16u:
case cgltf_component_type_r_16: typeSize = 2; break;
case cgltf_component_type_r_32f:
case cgltf_component_type_r_32u: typeSize = 4; break;
case cgltf_component_type_invalid: typeSize = 0; break;
default: break;
}
unsigned int typeElements = 0;
switch (acc->type)
{
case cgltf_type_scalar: typeElements = 1; break;
case cgltf_type_vec2: typeElements = 2; break;
case cgltf_type_vec3: typeElements = 3; break;
case cgltf_type_vec4:
case cgltf_type_mat2: typeElements = 4; break;
case cgltf_type_mat3: typeElements = 9; break;
case cgltf_type_mat4: typeElements = 16; break;
case cgltf_type_invalid: typeElements = 0; break;
default: break;
}
if (acc->component_type == type)
{
void *array = RL_MALLOC(count*typeElements*typeSize);
for (unsigned int i = 0; i < count; i++) ReadGLTFValue(acc, i, (char *)array + i*typeElements*typeSize);
return array;
}
else
{
unsigned int accTypeSize = 0;
switch (acc->component_type)
{
case cgltf_component_type_r_8u:
case cgltf_component_type_r_8: accTypeSize = 1; break;
case cgltf_component_type_r_16u:
case cgltf_component_type_r_16: accTypeSize = 2; break;
case cgltf_component_type_r_32f:
case cgltf_component_type_r_32u: accTypeSize = 4; break;
case cgltf_component_type_invalid: accTypeSize = 0; break;
default: break;
}
void *array = RL_MALLOC(count*typeElements*typeSize);
void *additionalArray = RL_MALLOC(count*typeElements*accTypeSize);
for (unsigned int i = 0; i < count; i++)
{
ReadGLTFValue(acc, i, (char *)additionalArray + i*typeElements*accTypeSize);
}
switch (acc->component_type)
{
case cgltf_component_type_r_8u:
{
unsigned char *typedAdditionalArray = (unsigned char *)additionalArray;
switch (type)
{
case cgltf_component_type_r_8:
{
char *typedArray = (char *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (char)(typedAdditionalArray[i]/(UCHAR_MAX/CHAR_MAX));
else typedArray[i] = (char)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_16u:
{
unsigned short *typedArray = (unsigned short *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned short)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_16:
{
short *typedArray = (short *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (short)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32f:
{
float *typedArray = (float *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (float)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32u:
{
unsigned int *typedArray = (unsigned int *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned int)typedAdditionalArray[i];
} break;
default:
{
RL_FREE(array);
RL_FREE(additionalArray);
return NULL;
} break;
}
} break;
case cgltf_component_type_r_8:
{
char *typedAdditionalArray = (char *)additionalArray;
switch (type)
{
case cgltf_component_type_r_8u:
{
unsigned char *typedArray = (unsigned char *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned char)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_16u:
{
unsigned short *typedArray = (unsigned short *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned short)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_16:
{
short *typedArray = (short *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (short)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32f:
{
float *typedArray = (float *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (float)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32u:
{
unsigned int *typedArray = (unsigned int *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned int)typedAdditionalArray[i];
} break;
default:
{
RL_FREE(array);
RL_FREE(additionalArray);
return NULL;
} break;
}
} break;
case cgltf_component_type_r_16u:
{
unsigned short *typedAdditionalArray = (unsigned short *)additionalArray;
switch (type)
{
case cgltf_component_type_r_8u:
{
unsigned char *typedArray = (unsigned char *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (unsigned char)(typedAdditionalArray[i]/(USHRT_MAX/UCHAR_MAX));
else typedArray[i] = (unsigned char)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_8:
{
char *typedArray = (char *) array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (char)(typedAdditionalArray[i]/(USHRT_MAX/CHAR_MAX));
else typedArray[i] = (char)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_16:
{
short *typedArray = (short *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (short)(typedAdditionalArray[i]/(USHRT_MAX/SHRT_MAX));
else typedArray[i] = (short)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_32f:
{
float *typedArray = (float *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (float)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32u:
{
unsigned int *typedArray = (unsigned int *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned int)typedAdditionalArray[i];
} break;
default:
{
RL_FREE(array);
RL_FREE(additionalArray);
return NULL;
} break;
}
} break;
case cgltf_component_type_r_16:
{
short *typedAdditionalArray = (short *)additionalArray;
switch (type)
{
case cgltf_component_type_r_8u:
{
unsigned char *typedArray = (unsigned char *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (unsigned char)(typedAdditionalArray[i]/(SHRT_MAX/UCHAR_MAX));
else typedArray[i] = (unsigned char)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_8:
{
char *typedArray = (char *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (char)(typedAdditionalArray[i]/(SHRT_MAX/CHAR_MAX));
else typedArray[i] = (char)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_16u:
{
unsigned short *typedArray = (unsigned short *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned short)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32f:
{
float *typedArray = (float *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (float)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32u:
{
unsigned int *typedArray = (unsigned int *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned int)typedAdditionalArray[i];
} break;
default:
{
RL_FREE(array);
RL_FREE(additionalArray);
return NULL;
} break;
}
} break;
case cgltf_component_type_r_32f:
{
float *typedAdditionalArray = (float *)additionalArray;
switch (type)
{
case cgltf_component_type_r_8u:
{
unsigned char *typedArray = (unsigned char *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned char)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_8:
{
char *typedArray = (char *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (char)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_16u:
{
unsigned short *typedArray = (unsigned short *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned short)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_16:
{
short *typedArray = (short *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (short)typedAdditionalArray[i];
} break;
case cgltf_component_type_r_32u:
{
unsigned int *typedArray = (unsigned int *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (unsigned int)typedAdditionalArray[i];
} break;
default:
{
RL_FREE(array);
RL_FREE(additionalArray);
return NULL;
} break;
}
} break;
case cgltf_component_type_r_32u:
{
unsigned int *typedAdditionalArray = (unsigned int *)additionalArray;
switch (type)
{
case cgltf_component_type_r_8u:
{
unsigned char *typedArray = (unsigned char *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (unsigned char)(typedAdditionalArray[i]/(UINT_MAX/UCHAR_MAX));
else typedArray[i] = (unsigned char)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_8:
{
char *typedArray = (char *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (char)(typedAdditionalArray[i]/(UINT_MAX/CHAR_MAX));
else typedArray[i] = (char)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_16u:
{
unsigned short *typedArray = (unsigned short *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (unsigned short)(typedAdditionalArray[i]/(UINT_MAX/USHRT_MAX));
else typedArray[i] = (unsigned short)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_16:
{
short *typedArray = (short *)array;
for (unsigned int i = 0; i < count*typeElements; i++)
{
if (adjustOnDownCasting) typedArray[i] = (short)(typedAdditionalArray[i]/(UINT_MAX/SHRT_MAX));
else typedArray[i] = (short)typedAdditionalArray[i];
}
} break;
case cgltf_component_type_r_32f:
{
float *typedArray = (float *)array;
for (unsigned int i = 0; i < count*typeElements; i++) typedArray[i] = (float)typedAdditionalArray[i];
} break;
default:
{
RL_FREE(array);
RL_FREE(additionalArray);
return NULL;
} break;
}
} break;
default:
{
RL_FREE(array);
RL_FREE(additionalArray);
return NULL;
} break;
}
RL_FREE(additionalArray);
return array;
}
}
// LoadGLTF loads in model data from given filename, supporting both .gltf and .glb
static Model LoadGLTF(const char *fileName)
{
/***********************************************************************************
Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) and Hristo Stamenov(@object71)
Features:
- Supports .gltf and .glb files
- Supports embedded (base64) or external textures
- Loads all raylib supported material textures, values and colors
- Supports multiple mesh per model and multiple primitives per model
Some restrictions (not exhaustive):
- Triangle-only meshes
- Not supported node hierarchies or transforms
- Only supports unsigned short indices (no byte/unsigned int)
- Only supports float for texture coordinates (no byte/unsigned short)
*************************************************************************************/
Model model = { 0 };
// glTF file loading
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(fileName, &dataSize);
if (fileData == NULL) return model;
// glTF data loading
cgltf_options options = { 0 };
cgltf_data *data = NULL;
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
if (result == cgltf_result_success)
{
TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count);
TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->materials_count);
// Read data buffers
result = cgltf_load_buffers(&options, data, fileName);
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
if (data->scenes_count > 1) TRACELOG(LOG_INFO, "MODEL: [%s] Has multiple scenes but only the first one will be loaded", fileName);
int primitiveCount = 0;
for (unsigned int i = 0; i < data->scene->nodes_count; i++)
{
GetGLTFPrimitiveCount(data->scene->nodes[i], &primitiveCount);
}
// Process glTF data and map to model
model.meshCount = primitiveCount;
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
model.materialCount = (int)data->materials_count + 1;
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
model.boneCount = (int)data->nodes_count;
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
InitGLTFBones(&model, data);
LoadGLTFMaterial(&model, fileName, data);
int primitiveIndex = 0;
for (unsigned int i = 0; i < data->scene->nodes_count; i++)
{
Matrix staticTransform = MatrixIdentity();
LoadGLTFNode(data, data->scene->nodes[i], &model, staticTransform, &primitiveIndex, fileName);
}
cgltf_free(data);
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
RL_FREE(fileData);
return model;
}
static void InitGLTFBones(Model *model, const cgltf_data *data)
{
for (unsigned int j = 0; j < data->nodes_count; j++)
{
strcpy(model->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
model->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1;
}
for (unsigned int i = 0; i < data->nodes_count; i++)
{
if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3*sizeof(float));
else model->bindPose[i].translation = Vector3Zero();
if (data->nodes[i].has_rotation) memcpy(&model->bindPose[i].rotation, data->nodes[i].rotation, 4*sizeof(float));
else model->bindPose[i].rotation = QuaternionIdentity();
model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation);
if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3*sizeof(float));
else model->bindPose[i].scale = Vector3One();
}
{
bool *completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
int numberCompletedBones = 0;
while (numberCompletedBones < model->boneCount)
{
for (int i = 0; i < model->boneCount; i++)
{
if (completedBones[i]) continue;
if (model->bones[i].parent < 0)
{
completedBones[i] = true;
numberCompletedBones++;
continue;
}
if (!completedBones[model->bones[i].parent]) continue;
Transform* currentTransform = &model->bindPose[i];
BoneInfo* currentBone = &model->bones[i];
int root = currentBone->parent;
if (root >= model->boneCount) root = 0;
Transform* parentTransform = &model->bindPose[root];
currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
currentTransform->scale = Vector3Multiply(currentTransform->scale, parentTransform->scale);
completedBones[i] = true;
numberCompletedBones++;
}
}
RL_FREE(completedBones);
}
}
static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data)
{
for (int i = 0; i < model->materialCount - 1; i++)
{
model->materials[i] = LoadMaterialDefault();
Color tint = (Color){ 255, 255, 255, 255 };
const char *texPath = GetDirectoryPath(fileName);
// Ensure material follows raylib support for PBR (metallic/roughness flow)
if (data->materials[i].has_pbr_metallic_roughness)
{
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255);
tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255);
tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255);
tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
model->materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint;
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
{
Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
model->materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo);
UnloadImage(albedo);
}
tint = WHITE; // Set tint to white after it's been used by Albedo
if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)
{
Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint);
model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness);
float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
model->materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic;
UnloadImage(metallicRoughness);
}
if (data->materials[i].normal_texture.texture)
{
Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
model->materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage);
UnloadImage(normalImage);
}
if (data->materials[i].occlusion_texture.texture)
{
Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
model->materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage);
UnloadImage(occulsionImage);
}
if (data->materials[i].emissive_texture.texture)
{
Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint);
model->materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage);
tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255);
tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255);
tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255);
model->materials[i].maps[MATERIAL_MAP_EMISSION].color = tint;
UnloadImage(emissiveImage);
}
}
}
model->materials[model->materialCount - 1] = LoadMaterialDefault();
}
static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex)
{
for (unsigned int nodeId = 0; nodeId < data->nodes_count; nodeId++)
{
if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
{
if (model->meshes[primitiveIndex].boneIds == NULL)
{
model->meshes[primitiveIndex].boneIds = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(int));
model->meshes[primitiveIndex].boneWeights = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(float));
for (int b = 0; b < model->meshes[primitiveIndex].vertexCount*4; b++)
{
if (b%4 == 0)
{
model->meshes[primitiveIndex].boneIds[b] = nodeId;
model->meshes[primitiveIndex].boneWeights[b] = 1.0f;
}
else
{
model->meshes[primitiveIndex].boneIds[b] = 0;
model->meshes[primitiveIndex].boneWeights[b] = 0.0f;
}
}
}
}
}
}
// LoadGLTF loads in animation data from given filename
static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned int *animCount)
{
/***********************************************************************************
Function implemented by Hristo Stamenov (@object71)
Features:
- Supports .gltf and .glb files
Some restrictions (not exhaustive):
- ...
*************************************************************************************/
// glTF file loading
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(fileName, &dataSize);
ModelAnimation *animations = NULL;
if (fileData == NULL) return animations;
// glTF data loading
cgltf_options options = { 0 };
cgltf_data *data = NULL;
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
if (result == cgltf_result_success)
{
TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" :
"gltf", data->animations_count);
result = cgltf_load_buffers(&options, data, fileName);
if (result != cgltf_result_success) TRACELOG(LOG_WARNING, "MODEL: [%s] unable to load glTF animations data", fileName);
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
*animCount = (unsigned int)data->animations_count;
for (unsigned int a = 0; a < data->animations_count; a++)
{
// gltf animation consists of the following structures:
// - nodes - bones are part of the node system (the whole node system is animatable)
// - channels - single transformation type on a single bone
// - node - animatable node
// - transformation type (path) - translation, rotation, scale
// - sampler - animation samples
// - input - points in time this transformation happens
// - output - the transformation amount at the given input points in time
// - interpolation - the type of interpolation to use between the frames
cgltf_animation *animation = data->animations + a;
ModelAnimation *output = animations + a;
// 30 frames sampled per second
const float timeStep = (1.0f/60.0f);
float animationDuration = 0.0f;
// Getting the max animation time to consider for animation duration
for (unsigned int i = 0; i < animation->channels_count; i++)
{
cgltf_animation_channel *channel = animation->channels + i;
int frameCounts = (int)channel->sampler->input->count;
float lastFrameTime = 0.0f;
if (ReadGLTFValue(channel->sampler->input, frameCounts - 1, &lastFrameTime))
{
animationDuration = fmaxf(lastFrameTime, animationDuration);
}
}
output->frameCount = (int)(animationDuration/timeStep);
output->boneCount = (int)data->nodes_count;
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
// output->framerate = // TODO: Use framerate instead of const timestep
// Name and parent bones
for (int j = 0; j < output->boneCount; j++)
{
strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
output->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1;
}
// Allocate data for frames
// Initiate with zero bone translations
for (int frame = 0; frame < output->frameCount; frame++)
{
output->framePoses[frame] = RL_MALLOC(output->boneCount*sizeof(Transform));
for (int i = 0; i < output->boneCount; i++)
{
if (data->nodes[i].has_translation) memcpy(&output->framePoses[frame][i].translation, data->nodes[i].translation, 3*sizeof(float));
else output->framePoses[frame][i].translation = Vector3Zero();
if (data->nodes[i].has_rotation) memcpy(&output->framePoses[frame][i], data->nodes[i].rotation, 4*sizeof(float));
else output->framePoses[frame][i].rotation = QuaternionIdentity();
output->framePoses[frame][i].rotation = QuaternionNormalize(output->framePoses[frame][i].rotation);
if (data->nodes[i].has_scale) memcpy(&output->framePoses[frame][i].scale, data->nodes[i].scale, 3*sizeof(float));
else output->framePoses[frame][i].scale = Vector3One();
}
}
// for each single transformation type on single bone
for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
{
cgltf_animation_channel *channel = animation->channels + channelId;
cgltf_animation_sampler *sampler = channel->sampler;
int boneId = (int)(channel->target_node - data->nodes);
for (int frame = 0; frame < output->frameCount; frame++)
{
bool shouldSkipFurtherTransformation = true;
int outputMin = 0;
int outputMax = 0;
float frameTime = frame*timeStep;
float lerpPercent = 0.0f;
// For this transformation:
// getting between which input values the current frame time position
// and also what is the percent to use in the linear interpolation later
for (unsigned int j = 0; j < sampler->input->count; j++)
{
float inputFrameTime;
if (ReadGLTFValue(sampler->input, j, &inputFrameTime))
{
if (frameTime < inputFrameTime)
{
shouldSkipFurtherTransformation = false;
outputMin = (j == 0) ? 0 : j - 1;
outputMax = j;
float previousInputTime = 0.0f;
if (ReadGLTFValue(sampler->input, outputMin, &previousInputTime))
{
if ((inputFrameTime - previousInputTime) != 0)
{
lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
}
}
break;
}
}
else break;
}
// If the current transformation has no information for the current frame time point
if (shouldSkipFurtherTransformation) continue;
if (channel->target_path == cgltf_animation_path_type_translation)
{
Vector3 translationStart;
Vector3 translationEnd;
float values[3];
bool success = ReadGLTFValue(sampler->output, outputMin, values);
translationStart.x = values[0];
translationStart.y = values[1];
translationStart.z = values[2];
success = ReadGLTFValue(sampler->output, outputMax, values) || success;
translationEnd.x = values[0];
translationEnd.y = values[1];
translationEnd.z = values[2];
if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
}
if (channel->target_path == cgltf_animation_path_type_rotation)
{
Vector4 rotationStart;
Vector4 rotationEnd;
float values[4];
bool success = ReadGLTFValue(sampler->output, outputMin, &values);
rotationStart.x = values[0];
rotationStart.y = values[1];
rotationStart.z = values[2];
rotationStart.w = values[3];
success = ReadGLTFValue(sampler->output, outputMax, &values) || success;
rotationEnd.x = values[0];
rotationEnd.y = values[1];
rotationEnd.z = values[2];
rotationEnd.w = values[3];
if (success)
{
output->framePoses[frame][boneId].rotation = QuaternionNlerp(rotationStart, rotationEnd, lerpPercent);
}
}
if (channel->target_path == cgltf_animation_path_type_scale)
{
Vector3 scaleStart;
Vector3 scaleEnd;
float values[3];
bool success = ReadGLTFValue(sampler->output, outputMin, &values);
scaleStart.x = values[0];
scaleStart.y = values[1];
scaleStart.z = values[2];
success = ReadGLTFValue(sampler->output, outputMax, &values) || success;
scaleEnd.x = values[0];
scaleEnd.y = values[1];
scaleEnd.z = values[2];
if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
}
}
}
// Build frameposes
for (int frame = 0; frame < output->frameCount; frame++)
{
bool *completedBones = RL_CALLOC(output->boneCount, sizeof(bool));
int numberCompletedBones = 0;
while (numberCompletedBones < output->boneCount)
{
for (int i = 0; i < output->boneCount; i++)
{
if (completedBones[i]) continue;
if (output->bones[i].parent < 0)
{
completedBones[i] = true;
numberCompletedBones++;
continue;
}
if (!completedBones[output->bones[i].parent]) continue;
output->framePoses[frame][i].rotation = QuaternionMultiply(output->framePoses[frame][output->bones[i].parent].rotation, output->framePoses[frame][i].rotation);
output->framePoses[frame][i].translation = Vector3RotateByQuaternion(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].rotation);
output->framePoses[frame][i].translation = Vector3Add(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].translation);
output->framePoses[frame][i].scale = Vector3Multiply(output->framePoses[frame][i].scale, output->framePoses[frame][output->bones[i].parent].scale);
completedBones[i] = true;
numberCompletedBones++;
}
}
RL_FREE(completedBones);
}
}
cgltf_free(data);
}
else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName);
RL_FREE(fileData);
return animations;
}
void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
{
for (unsigned int p = 0; p < mesh->primitives_count; p++)
{
for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
{
if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_position)
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
outModel->meshes[(*primitiveIndex)].vertexCount = (int)acc->count;
int bufferSize = outModel->meshes[(*primitiveIndex)].vertexCount*3*sizeof(float);
outModel->meshes[(*primitiveIndex)].animVertices = RL_MALLOC(bufferSize);
outModel->meshes[(*primitiveIndex)].vertices = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
// Transform using the nodes matrix attributes
for (int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
{
Vector3 vertex = {
outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 0)],
outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 1)],
outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 2)] };
vertex = Vector3Transform(vertex, currentTransform);
outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 0)] = vertex.x;
outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 1)] = vertex.y;
outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 2)] = vertex.z;
}
memcpy(outModel->meshes[(*primitiveIndex)].animVertices, outModel->meshes[(*primitiveIndex)].vertices, bufferSize);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal)
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
int bufferSize = (int)(acc->count*3*sizeof(float));
outModel->meshes[(*primitiveIndex)].animNormals = RL_MALLOC(bufferSize);
outModel->meshes[(*primitiveIndex)].normals = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
// Transform using the nodes matrix attributes
for (int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
{
Vector3 normal = {
outModel->meshes[(*primitiveIndex)].normals[(v*3 + 0)],
outModel->meshes[(*primitiveIndex)].normals[(v*3 + 1)],
outModel->meshes[(*primitiveIndex)].normals[(v*3 + 2)] };
normal = Vector3Transform(normal, currentTransform);
outModel->meshes[(*primitiveIndex)].normals[(v*3 + 0)] = normal.x;
outModel->meshes[(*primitiveIndex)].normals[(v*3 + 1)] = normal.y;
outModel->meshes[(*primitiveIndex)].normals[(v*3 + 2)] = normal.z;
}
memcpy(outModel->meshes[(*primitiveIndex)].animNormals, outModel->meshes[(*primitiveIndex)].normals, bufferSize);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
outModel->meshes[(*primitiveIndex)].texcoords = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_joints)
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
unsigned int boneCount = acc->count;
unsigned int totalBoneWeights = boneCount*4;
outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int));
short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false);
for (unsigned int a = 0; a < totalBoneWeights; a++)
{
outModel->meshes[(*primitiveIndex)].boneIds[a] = 0;
if (bones[a] < 0) continue;
cgltf_node* skinJoint = data->skins->joints[bones[a]];
for (unsigned int k = 0; k < data->nodes_count; k++)
{
if (data->nodes + k == skinJoint)
{
outModel->meshes[(*primitiveIndex)].boneIds[a] = k;
break;
}
}
}
RL_FREE(bones);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights)
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
outModel->meshes[(*primitiveIndex)].boneWeights = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color)
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
outModel->meshes[(*primitiveIndex)].colors = ReadGLTFValuesAs(acc, cgltf_component_type_r_8u, true);
}
}
cgltf_accessor *acc = mesh->primitives[p].indices;
if (acc)
{
outModel->meshes[(*primitiveIndex)].triangleCount = acc->count/3;
outModel->meshes[(*primitiveIndex)].indices = ReadGLTFValuesAs(acc, cgltf_component_type_r_16u, false);
}
else
{
// Unindexed mesh
outModel->meshes[(*primitiveIndex)].triangleCount = outModel->meshes[(*primitiveIndex)].vertexCount/3;
}
if (mesh->primitives[p].material)
{
// Compute the offset
outModel->meshMaterial[(*primitiveIndex)] = (int)(mesh->primitives[p].material - data->materials);
}
else outModel->meshMaterial[(*primitiveIndex)] = outModel->materialCount - 1;
BindGLTFPrimitiveToBones(outModel, data, *primitiveIndex);
(*primitiveIndex) = (*primitiveIndex) + 1;
}
}
static Matrix GetNodeTransformationMatrix(cgltf_node *node, Matrix current)
{
if (node->has_matrix)
{
Matrix nodeTransform = {
node->matrix[0], node->matrix[4], node->matrix[8], node->matrix[12],
node->matrix[1], node->matrix[5], node->matrix[9], node->matrix[13],
node->matrix[2], node->matrix[6], node->matrix[10], node->matrix[14],
node->matrix[3], node->matrix[7], node->matrix[11], node->matrix[15] };
current= MatrixMultiply(nodeTransform, current);
}
if (node->has_translation)
{
Matrix tl = MatrixTranslate(node->translation[0],node->translation[1],node->translation[2]);
current = MatrixMultiply(tl, current);
}
if (node->has_rotation)
{
Matrix rot = QuaternionToMatrix((Quaternion){node->rotation[0],node->rotation[1],node->rotation[2],node->rotation[3]});
current = MatrixMultiply(rot, current);
}
if (node->has_scale)
{
Matrix scale = MatrixScale(node->scale[0],node->scale[1],node->scale[2]);
current = MatrixMultiply(scale, current);
}
return current;
}
void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
{
// Apply the transforms if they exist (Will still be applied even if no mesh is present to support emptys and bone structures)
Matrix localTransform = GetNodeTransformationMatrix(node, MatrixIdentity());
currentTransform = MatrixMultiply(localTransform, currentTransform);
// Load mesh if it exists
if (node->mesh != NULL)
{
// Check if skinning is enabled and load Mesh accordingly
Matrix vertexTransform = currentTransform;
if((node->skin != NULL) && (node->parent != NULL))
{
vertexTransform = localTransform;
TRACELOG(LOG_WARNING,"MODEL: GLTF Node %s is skinned but not root node! Parent transformations will be ignored (NODE_SKINNED_MESH_NON_ROOT)",node->name);
}
LoadGLTFMesh(data, node->mesh, outModel, vertexTransform, primitiveIndex, fileName);
}
for (unsigned int i = 0; i < node->children_count; i++) LoadGLTFNode(data, node->children[i], outModel, currentTransform, primitiveIndex, fileName);
}
static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount)
{
if (node->mesh != NULL) *outCount += node->mesh->primitives_count;
for (unsigned int i = 0; i < node->children_count; i++) GetGLTFPrimitiveCount(node->children[i], outCount);
}
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
// Load VOX (MagicaVoxel) mesh data
static Model LoadVOX(const char *fileName)
{
Model model = { 0 };
int nbvertices = 0;
int meshescount = 0;
unsigned int readed = 0;
unsigned char* fileData;
//Read vox file into buffer
fileData = LoadFileData(fileName, &readed);
if (fileData == 0)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load VOX file", fileName);
return model;
}
//Read and build voxarray description
VoxArray3D voxarray = { 0 };
int ret = Vox_LoadFromMemory(fileData, readed, &voxarray);
if (ret != VOX_SUCCESS)
{
// Error
UnloadFileData(fileData);
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load VOX data", fileName);
return model;
}
else
{
// Success: Compute meshes count
nbvertices = voxarray.vertices.used;
meshescount = 1 + (nbvertices/65536);
TRACELOG(LOG_INFO, "MODEL: [%s] VOX data loaded successfully : %i vertices/%i meshes", fileName, nbvertices, meshescount);
}
// Build models from meshes
model.transform = MatrixIdentity();
model.meshCount = meshescount;
model.meshes = (Mesh *)MemAlloc(model.meshCount*sizeof(Mesh));
model.meshMaterial = (int *)MemAlloc(model.meshCount*sizeof(int));
model.materialCount = 1;
model.materials = (Material *)MemAlloc(model.materialCount*sizeof(Material));
model.materials[0] = LoadMaterialDefault();
// Init model meshes
int verticesRemain = voxarray.vertices.used;
int verticesMax = 65532; // 5461 voxels x 12 vertices per voxel -> 65532 (must be inf 65536)
Vector3 *pvertices = voxarray.vertices.array; // 6*4 = 12 vertices per voxel
Color *pcolors = voxarray.colors.array;
unsigned short *pindices = voxarray.indices.array; // 5461*6*6 = 196596 indices max per mesh
int size = 0;
for (int idxMesh = 0; idxMesh < meshescount; idxMesh++)
{
Mesh *pmesh = &model.meshes[idxMesh];
memset(pmesh, 0, sizeof(Mesh));
// Copy vertices
pmesh->vertexCount = (int)fmin(verticesMax, verticesRemain);
size = pmesh->vertexCount*sizeof(float)*3;
pmesh->vertices = MemAlloc(size);
memcpy(pmesh->vertices, pvertices, size);
// Copy indices
// TODO: compute globals indices array
size = voxarray.indices.used * sizeof(unsigned short);
pmesh->indices = MemAlloc(size);
memcpy(pmesh->indices, pindices, size);
pmesh->triangleCount = (pmesh->vertexCount/4)*2;
// Copy colors
size = pmesh->vertexCount*sizeof(Color);
pmesh->colors = MemAlloc(size);
memcpy(pmesh->colors, pcolors, size);
// First material index
model.meshMaterial[idxMesh] = 0;
// Upload mesh data to GPU
UploadMesh(pmesh, false);
verticesRemain -= verticesMax;
pvertices += verticesMax;
pcolors += verticesMax;
}
//Free buffers
Vox_FreeArrays(&voxarray);
UnloadFileData(fileData);
return model;
}
#endif