mirror of
https://github.com/simtactics/mysimulation.git
synced 2025-04-30 08:21:47 -04:00
Got the meshes somewhat working, the models are not consistent with their winding order and ray doesn't allow to render both sides of a face?, to truly see if everything works correctly we need the bone transformation to be applied to the model
This commit is contained in:
parent
58436d2fc6
commit
2c6036f653
4 changed files with 392 additions and 0 deletions
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@ -5,6 +5,7 @@ cmake_minimum_required(VERSION 2.6)
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enable_language(ASM)
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option(BUILD_EXAMPLES "Build the render demos" ON)
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option(BUILD_SHARED_LIBS "Build using shared libraries" OFF)
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if(BUILD_SHARED_LIBS)
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set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
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@ -141,4 +142,9 @@ add_subdirectory(formats)
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add_subdirectory(libgldemo)
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add_subdirectory(libvitaboy)
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if(BUILD_EXAMPLES)
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add_subdirectory(renderdemo_ray)
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endif()
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unset(BUILD_SHARED_LIBS CACHE)
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unset(BUILD_EXAMPLES CACHE)
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@ -17,6 +17,7 @@ set(LIBVITABOY_SOURCES
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po.cpp
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skel.cpp
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)
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if(WIN32)
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set(LIBVITABOY_SOURCES ${LIBVITABOY_SOURCES} resource.rc)
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else()
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36
library/renderdemo_ray/CMakeLists.txt
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36
library/renderdemo_ray/CMakeLists.txt
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@ -0,0 +1,36 @@
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cmake_minimum_required(VERSION 3.0)
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project(renderdemoray)
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# Adding Raylib
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include(FetchContent)
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set(FETCHCONTENT_QUIET FALSE)
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set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
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set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games
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#set raylib settings
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add_compile_definitions(SUPPORT_FILEFORMAT_JPG)
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FetchContent_Declare(
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raylib
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GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
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GIT_TAG "master"
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GIT_PROGRESS TRUE
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)
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FetchContent_MakeAvailable(raylib)
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include_directories(${FILEHANDLER_INCLUDE})
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include_directories(${VITABOY_INCLUDE})
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# Adding our source files
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file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/*.cpp") # Define PROJECT_SOURCES as a list of all source files
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set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/*.h") # Define PROJECT_INCLUDE to be the path to the include directory of the project
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# Declaring our executable
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add_executable(${PROJECT_NAME})
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target_sources(${PROJECT_NAME} PRIVATE ${PROJECT_SOURCES})
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target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE})
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target_link_libraries(${PROJECT_NAME} PRIVATE raylib libvitaboy_static FileHandler_static)
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# Setting ASSETS_PATH
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target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/") # Set the asset path macro to the absolute path on the dev machine
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#target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="./assets") # Set the asset path macro in release mode to a relative path that assumes the assets folder is in the same directory as the game executable
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349
library/renderdemo_ray/main.cpp
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349
library/renderdemo_ray/main.cpp
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@ -0,0 +1,349 @@
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#include "raylib.h"
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#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
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#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText()
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#include <string>
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#include <cassert>
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#include <FileHandler.h>
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#include "../libvitaboy/libvitaboy.hpp"
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#define SCREEN_WIDTH (1920)
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#define SCREEN_HEIGHT (1080)
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#define WINDOW_TITLE "libvitaboy - Renderer - Ray"
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//we dont look in this mess for now
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#pragma region TSO
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//util
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static bool Read(const char* Filename, uint8_t** InData) {
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*InData = File::ReadFile(Filename);
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if (*InData != NULL) {
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VBFile.set(*InData, File::FileSize);
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return true;
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}
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return false;
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}
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//globals
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//skeleton
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static Skeleton_t Skeleton;
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static void DrawBonesSkeleton(Bone_t& Bone)
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{
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const float size = 0.1f;
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const Vector3 position{Bone.Translation.x, Bone.Translation.y, Bone.Translation.z};
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Color color;
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if(!strcmp(Bone.Name, "ROOT"))
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{
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color = RED;
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}
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else if(!strcmp(Bone.Name, "HEAD"))
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{
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color = YELLOW;
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}
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else
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{
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color = GREEN;
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}
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DrawCube(position, size, size, size, color);
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if(Bone.ChildrenCount == 1)
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{
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DrawBonesSkeleton(*Bone.Children[0]);
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}
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else if(Bone.ChildrenCount > 1)
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{
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for(unsigned i=0; i<Bone.ChildrenCount; i++)
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{
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DrawBonesSkeleton(*Bone.Children[i]);
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}
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}
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}
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//animation
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static Animation_t Animation;
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static float AnimationTime = 0;
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static void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float TimeDelta)
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{
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float Duration = (float)Animation.Motions[0].FrameCount/30;
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AnimationTime += TimeDelta;
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AnimationTime = fmodf(AnimationTime, Duration); //Loop the animation
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for(unsigned i=0; i<Animation.MotionsCount; i++){
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unsigned BoneIndex = FindBone(Skeleton, Animation.Motions[i].BoneName, Skeleton.BoneCount);
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if(BoneIndex == (unsigned)-1) continue;
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Bone_t& Bone = Skeleton.Bones[BoneIndex];
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unsigned Frame = AnimationTime*30;
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float FractionShown = AnimationTime*30 - Frame;
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unsigned NextFrame = (Frame+1 != Animation.Motions[0].FrameCount) ? Frame+1 : 0;
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if(Animation.Motions[i].HasTranslation){
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Translation_t& Translation = Animation.Motions[i].Translations[Frame];
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Translation_t& NextTranslation = Animation.Motions[i].Translations[NextFrame];
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Bone.Translation.x = (1-FractionShown)*Translation.x + FractionShown*NextTranslation.x;
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Bone.Translation.y = (1-FractionShown)*Translation.y + FractionShown*NextTranslation.y;
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Bone.Translation.z = (1-FractionShown)*Translation.z + FractionShown*NextTranslation.z;
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}
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if(Animation.Motions[i].HasRotation){
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Rotation_t& Rotation = Animation.Motions[i].Rotations[Frame];
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Rotation_t& NextRotation = Animation.Motions[i].Rotations[NextFrame];
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//Use nlerp to interpolate
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float w1 = 1.0f - FractionShown, w2 = FractionShown;
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if(DotProduct(&Rotation, &NextRotation) < 0)
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w1 *= -1;
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Bone.Rotation.x = w1*Rotation.x + w2*NextRotation.x;
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Bone.Rotation.y = w1*Rotation.y + w2*NextRotation.y;
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Bone.Rotation.z = w1*Rotation.z + w2*NextRotation.z;
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Bone.Rotation.w = w1*Rotation.w + w2*NextRotation.w;
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Normalize(&Bone.Rotation);
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}
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}
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}
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//textures
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static Texture2D textures[3];
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enum { Texture_Body, Texture_Head, Texture_Hand };
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static const char* const TexturePaths[] = {"body.jpg", "head.jpg", "hand.jpg"};
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static bool LoadTextures()
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{
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for(int i=0; i < 3; i++)
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{
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textures[i] = LoadTexture(TexturePaths[i]);
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}
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return true;
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}
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//meshes
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static const unsigned MeshCount = 4;
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static Mesh_t Meshes[4];
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enum { Mesh_Body, Mesh_Head, Mesh_LHand, Mesh_RHand };
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static const char* const MeshPaths[] = {"body.mesh", "head.mesh", "lhand.mesh", "rhand.mesh" };
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static const unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
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static const char* const MeshActivate[] = {NULL, "HEAD", "L_HAND", "R_HAND"};
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static bool LoadMeshes()
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{
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uint8_t* InData;
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for (unsigned i = 0; i < MeshCount; i++) {
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if (!Read(MeshPaths[i], &InData))
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{
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return false;
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}
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ReadMesh(Meshes[i]);
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free(InData);
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}
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return true;
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}
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#pragma endregion TSO
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#pragma region custom_ray
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namespace CustomRay
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{
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static Model LoadModelTSO()
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{
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Model model;
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//meshes
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model.meshCount = MeshCount;
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model.meshes = (Mesh*)RL_CALLOC(model.meshCount, sizeof(Mesh));
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//textures
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model.materialCount = 3;
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model.meshMaterial = (int*)RL_CALLOC(model.meshCount, sizeof(int)); // Material index assigned to each mesh
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model.materials = (Material*)RL_CALLOC(model.materialCount, sizeof(Material));
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model.meshMaterial[0] = 0; // By default, assign material 0 to each mesh
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///load the textures
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for (int i = 0; i < model.materialCount; i++)
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{
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model.materials[i] = LoadMaterialDefault();
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model.materials[i].maps[MATERIAL_MAP_DIFFUSE].texture = textures[i];
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}
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//load meshes
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for (int i = 0; i < model.meshCount; i++)
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{
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Mesh_t& tso_mesh = Meshes[i];
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Mesh& ray_mesh = model.meshes[i];
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ray_mesh.vertexCount = tso_mesh.RealVertexCount;
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ray_mesh.triangleCount = tso_mesh.FaceCount; // Face count (triangulated)
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ray_mesh.vertices = (float*)RL_CALLOC(ray_mesh.vertexCount * 3, sizeof(float));
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ray_mesh.texcoords = (float*)RL_CALLOC(ray_mesh.vertexCount * 2, sizeof(float));
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ray_mesh.normals = (float*)RL_CALLOC(ray_mesh.vertexCount * 3, sizeof(float));
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ray_mesh.indices = (unsigned short*)RL_CALLOC(ray_mesh.triangleCount * 3, sizeof(unsigned short));
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// Process all mesh faces
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//indices
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for (unsigned j = 0; j < ray_mesh.triangleCount; j++)
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{
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ray_mesh.indices[j * 3 + 0] = (unsigned short)tso_mesh.FaceData[j].VertexA;
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ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexC;
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ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexB;
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}
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//vertex data
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for (unsigned j = 0; j < ray_mesh.vertexCount; j++)
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{
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//vertices?
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ray_mesh.vertices[j * 3 + 0] = tso_mesh.VertexData[j].Coord.x + (i * 2.f);
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ray_mesh.vertices[j * 3 + 1] = tso_mesh.VertexData[j].Coord.y;
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ray_mesh.vertices[j * 3 + 2] = tso_mesh.VertexData[j].Coord.z;
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//coords
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ray_mesh.texcoords[j * 2 + 0] = tso_mesh.TransformedVertexData[j].TextureCoord.u;
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ray_mesh.texcoords[j * 2 + 1] = -tso_mesh.TransformedVertexData[j].TextureCoord.v;
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//normals
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ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.x;
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ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.y;
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ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.z;
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}
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//select the textures
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model.meshMaterial[i] = Mesh_UseTexture[i];
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}
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//upload to gpu
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// Make sure model transform is set to identity matrix!
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model.transform = MatrixIdentity();
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if ((model.meshCount != 0) && (model.meshes != NULL))
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{
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// Upload vertex data to GPU (static meshes)
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for (int i = 0; i < model.meshCount; i++) UploadMesh(&model.meshes[i], false);
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}
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else TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load model mesh(es) data", fileName);
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if (model.materialCount == 0)
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{
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TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to load model material data, default to white material", fileName);
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model.materialCount = 1;
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model.materials = (Material*)RL_CALLOC(model.materialCount, sizeof(Material));
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model.materials[0] = LoadMaterialDefault();
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if (model.meshMaterial == NULL)
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{
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model.meshMaterial = (int*)RL_CALLOC(model.meshCount, sizeof(int));
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}
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}
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return model;
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}
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ModelAnimation LoadModelAnimationsTSO()
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{
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ModelAnimation result;
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return result;
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}
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//https://gist.github.com/Gamerfiend/18206474679bf5873925c839d0d6a6d0
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void LoadSkeletonTSO()
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{
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//Raylib combines skeleton data with the model data
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}
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}
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#pragma endregion custom_ray
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static int Startup()
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{
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uint8_t * InData;
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if(!Read("skeleton.skel", &InData))
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return 0;
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ReadSkeleton(Skeleton);
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free(InData);
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for(unsigned i=0; i<MeshCount; i++){
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if(!Read(MeshPaths[i], &InData))
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return 0;
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ReadMesh(Meshes[i]);
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free(InData);
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}
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if(!Read("animation.anim", &InData))
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return 0;
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ReadAnimation(Animation);
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free(InData);
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AdvanceFrame(Skeleton, Animation, 0);
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return 1;
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}
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//settings
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static bool ShowTextures = false;
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static bool ShowMesh = true;
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static bool ShowSkeleton = true;
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int main(void)
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{
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_TITLE);
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SetTargetFPS(60);
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// Initialize the camera
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Camera3D camera = { 0 };
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camera.position = Vector3{ 0.f, 3.0f, 5.0f }; // Camera position
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camera.target = Vector3{ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = Vector3{ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 70.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type - we will probably need orthographic
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//doesn't work when ran from VSStudio
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assert( Startup() );
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assert( LoadTextures() );
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assert( LoadMeshes() );
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Model model = CustomRay::LoadModelTSO();
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DisableCursor();
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while (!WindowShouldClose())
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{
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const float dt{ GetFrameTime() };
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//update
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{
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UpdateCamera(&camera, CAMERA_FREE);
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// Play animation when spacebar is held down
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if (IsKeyDown(KEY_N))
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{
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AdvanceFrame(Skeleton, Animation, dt);
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}
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}
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BeginDrawing();
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{
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ClearBackground(DARKPURPLE);
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BeginMode3D(camera);
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{
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DrawGrid(10, 5.0f);
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if(ShowSkeleton)
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{
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DrawBonesSkeleton(Skeleton.Bones[0]);
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}
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if (ShowMesh)
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{
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const Vector3 position{ 0.0f, 0.0f, 0.0f }; // Set model position
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const float scale = 1.f;
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DrawModel(model, position, scale, WHITE);
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}
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}
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EndMode3D();
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//debug textures
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if(ShowTextures)
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{
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for(int i=0; i < 3; i++)
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{
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DrawTexture(textures[i], i * 100, 0, WHITE);
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}
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}
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}
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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Add table
Reference in a new issue