rlgl rewrite, meshes not showing up correctly yet

This commit is contained in:
Jip 2024-05-06 07:24:32 +02:00
parent 7bfbb6bff8
commit e9a1c6073c
5 changed files with 824 additions and 49 deletions

View file

@ -144,6 +144,7 @@ add_subdirectory(libvitaboy)
if(BUILD_EXAMPLES) if(BUILD_EXAMPLES)
add_subdirectory(renderdemo_ray) add_subdirectory(renderdemo_ray)
add_subdirectory(rlgldemo)
endif() endif()
unset(BUILD_SHARED_LIBS CACHE) unset(BUILD_SHARED_LIBS CACHE)

View file

@ -251,11 +251,11 @@ static void BlendVertices()
static void DrawMeshes() static void DrawMeshes()
{ {
glPointSize(2.0); //glPointSize(2.0);
glColor3f(1.0, 1.0, 1.0); glColor3f(1.0, 1.0, 1.0);
glPushMatrix(); glPushMatrix();
glLoadIdentity(); glLoadIdentity();
//TransformVertices(Skeleton.Bones[0]); TransformVertices(Skeleton.Bones[0]);
glPopMatrix(); glPopMatrix();
BlendVertices(); BlendVertices();
@ -424,7 +424,7 @@ static int Startup()
ReadAnimation(Animation); ReadAnimation(Animation);
free(InData); free(InData);
//AdvanceFrame(Skeleton, Animation, 0); AdvanceFrame(Skeleton, Animation, 0);
return 1; return 1;
} }

View file

@ -2,8 +2,6 @@
#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality #include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText() #include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText()
#include <string>
#include <unordered_map>
#include <cassert> #include <cassert>
#include <FileHandler.h> #include <FileHandler.h>
#include "../libvitaboy/libvitaboy.hpp" #include "../libvitaboy/libvitaboy.hpp"
@ -15,7 +13,6 @@
//we dont look in this mess for now //we dont look in this mess for now
#pragma region TSO #pragma region TSO
//util //util
static bool Read(const char* Filename, uint8_t** InData) { static bool Read(const char* Filename, uint8_t** InData) {
*InData = File::ReadFile(Filename); *InData = File::ReadFile(Filename);
@ -32,22 +29,20 @@ static Skeleton_t Skeleton;
static Model box_model; static Model box_model;
static void DrawBonesSkeleton(Bone_t& Bone, const Matrix& M) static void DrawBonesSkeleton(Bone_t& Bone, const Matrix& M)
{ {
Vector3 bonePos = Vector3{ Bone.Translation.x, Bone.Translation.y, Bone.Translation.z };
const Vector3 scale = { 1.f, 1.f, 1.f };
Vector3 axis{ Vector3Zero()}; Vector3 axis{ Vector3Zero()};
float angle{ 0 }; float angle{ 0 };
const Quaternion rotation = Quaternion{ Bone.Rotation.x, Bone.Rotation.y, Bone.Rotation.z, Bone.Rotation.w }; const Quaternion rotation = Quaternion{ Bone.Rotation.x, Bone.Rotation.y, Bone.Rotation.z, Bone.Rotation.w };
QuaternionToAxisAngle(rotation, &axis, &angle); QuaternionToAxisAngle(rotation, &axis, &angle);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); // A normalized quaternion(called a "versor") consisting of X, Y, Z, W coordinates, each a 32 - bit little - endian float,
Matrix matRotation = MatrixRotate(axis, angle); // specifying the default rotation of this bone to be applied after translation.
Matrix matTranslation = MatrixTranslate(bonePos.x, bonePos.y, bonePos.z); Matrix matRotation = MatrixRotate(axis, angle * DEG2RAD);
// X,Y,Z coordinates, each a 32-bit little-endian float,
// specifying the distance from the joint with the parent to the distal end of this bone after the default rotation has been applied
Matrix matTranslation = MatrixTranslate(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
//this order is correct, see Matrix matTransform = MatrixMultiply(matTranslation, matRotation);
//Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matTranslation), matRotation); Matrix modelMatrix = MatrixMultiply(M, matTranslation);
Matrix matTransform = MatrixMultiply(matScale, matTranslation);
Matrix modelMatrix = MatrixMultiply(M, matTransform);
Color color; Color color;
if(!strcmp(Bone.Name, "ROOT")) if(!strcmp(Bone.Name, "ROOT"))
@ -62,34 +57,27 @@ static void DrawBonesSkeleton(Bone_t& Bone, const Matrix& M)
{ {
color = GREEN; color = GREEN;
} }
DrawModel(box_model, Vector3Transform(bonePos, M), 1.f, color); const Vector3 position{ modelMatrix.m12, modelMatrix.m13, modelMatrix.m14 };
DrawModel(box_model, position, 1.f, color);
for (unsigned i = 0; i < Bone.ChildrenCount; i++) if (Bone.ChildrenCount == 1)
{ {
DrawBonesSkeleton(*Bone.Children[i], modelMatrix); DrawBonesSkeleton(*Bone.Children[0], M);
}
else if (Bone.ChildrenCount > 1)
{
for (unsigned i = 0; i < Bone.ChildrenCount; i++)
{
DrawBonesSkeleton(*Bone.Children[i], modelMatrix);
}
} }
} }
static int counter = 0; static int counter = 0;
static void DrawTest(const Matrix& M) static void DrawTest(const Matrix& M)
{ {
Vector3 rootPosition = Vector3Transform(Vector3{ 0.f, 0.f, 0.f }, M);
DrawModel (box_model, //root
rootPosition,
1.f, YELLOW);
DrawModel(box_model, //x
Vector3Transform(Vector3{ 1.f, 0.f, 0.f }, M),
1.f, RED);
DrawModel(box_model, //y
Vector3Transform(Vector3{ 0.f, 1.f, 0.f }, M),
1.f, GREEN);
DrawModel(box_model, //z
Vector3Transform(Vector3{ 0.f, 0.f, 1.f }, M),
1.f, BLUE);
Vector3 scale = { 1.f, 1.f, 1.f }; Vector3 scale = { 1.f, 1.f, 1.f };
Vector3 rotationAxis = { 0.0f, 0.0f, 1.0f }; Vector3 rotationAxis = { 0.0f, 0.0f, 1.0f };
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matRotation = MatrixRotate(rotationAxis, 45.f * DEG2RAD); Matrix matRotation = MatrixRotate(rotationAxis, 45.f * DEG2RAD);
Matrix matTranslation = MatrixTranslate(5.f, 0.f, 0.f); //transform 5 in the X direction Matrix matTranslation = MatrixTranslate(5.f, 0.f, 0.f); //transform 5 in the X direction
@ -98,7 +86,21 @@ static void DrawTest(const Matrix& M)
// SRT = iTRS, for absolute // SRT = iTRS, for absolute
// STR = iRTS, for local transforms // STR = iRTS, for local transforms
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matTranslation), matRotation); Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matTranslation), matRotation);
Matrix modelMatrix = MatrixMultiply(M, matTransform); Matrix modelMatrix = MatrixMultiply(matTransform, M);
DrawModel (box_model, //root
Vector3Transform(Vector3{ 0.f, 0.f, 0.f }, modelMatrix),
1.f, YELLOW);
DrawModel(box_model, //x
Vector3Transform(Vector3{ 1.f, 0.f, 0.f }, modelMatrix),
1.f, RED);
DrawModel(box_model, //y
Vector3Transform(Vector3{ 0.f, 1.f, 0.f }, modelMatrix),
1.f, GREEN);
DrawModel(box_model, //z
Vector3Transform(Vector3{ 0.f, 0.f, 1.f }, modelMatrix),
1.f, BLUE);
if (counter < 3) if (counter < 3)
{ {
@ -117,7 +119,8 @@ static void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float Tim
AnimationTime += TimeDelta; AnimationTime += TimeDelta;
AnimationTime = fmodf(AnimationTime, Duration); //Loop the animation AnimationTime = fmodf(AnimationTime, Duration); //Loop the animation
for(unsigned i=0; i<Animation.MotionsCount; i++){ for(unsigned i=0; i<Animation.MotionsCount; i++)
{
unsigned BoneIndex = FindBone(Skeleton, Animation.Motions[i].BoneName, Skeleton.BoneCount); unsigned BoneIndex = FindBone(Skeleton, Animation.Motions[i].BoneName, Skeleton.BoneCount);
if(BoneIndex == (unsigned)-1) continue; if(BoneIndex == (unsigned)-1) continue;
@ -127,14 +130,16 @@ static void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float Tim
float FractionShown = AnimationTime*30 - Frame; float FractionShown = AnimationTime*30 - Frame;
unsigned NextFrame = (Frame+1 != Animation.Motions[0].FrameCount) ? Frame+1 : 0; unsigned NextFrame = (Frame+1 != Animation.Motions[0].FrameCount) ? Frame+1 : 0;
if(Animation.Motions[i].HasTranslation){ if(Animation.Motions[i].HasTranslation)
{
Translation_t& Translation = Animation.Motions[i].Translations[Frame]; Translation_t& Translation = Animation.Motions[i].Translations[Frame];
Translation_t& NextTranslation = Animation.Motions[i].Translations[NextFrame]; Translation_t& NextTranslation = Animation.Motions[i].Translations[NextFrame];
Bone.Translation.x = (1-FractionShown)*Translation.x + FractionShown*NextTranslation.x; Bone.Translation.x = (1-FractionShown)*Translation.x + FractionShown*NextTranslation.x;
Bone.Translation.y = (1-FractionShown)*Translation.y + FractionShown*NextTranslation.y; Bone.Translation.y = (1-FractionShown)*Translation.y + FractionShown*NextTranslation.y;
Bone.Translation.z = (1-FractionShown)*Translation.z + FractionShown*NextTranslation.z; Bone.Translation.z = (1-FractionShown)*Translation.z + FractionShown*NextTranslation.z;
} }
if(Animation.Motions[i].HasRotation){ if(Animation.Motions[i].HasRotation)
{
Rotation_t& Rotation = Animation.Motions[i].Rotations[Frame]; Rotation_t& Rotation = Animation.Motions[i].Rotations[Frame];
Rotation_t& NextRotation = Animation.Motions[i].Rotations[NextFrame]; Rotation_t& NextRotation = Animation.Motions[i].Rotations[NextFrame];
@ -189,6 +194,100 @@ static bool LoadMeshes()
} }
return true; return true;
} }
//do this once!
static void TransformVertices(Bone_t& Bone, const Matrix& M)
{
Matrix matTranslation = MatrixTranslate(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
Vector3 axis{ Vector3Zero() };
float angle{ 0 };
const Quaternion rotation = Quaternion{ Bone.Rotation.x, Bone.Rotation.y, Bone.Rotation.z, Bone.Rotation.w };
QuaternionToAxisAngle(rotation, &axis, &angle);
Matrix matRotation = MatrixRotate(axis, angle * DEG2RAD);
Matrix matTransform = MatrixMultiply(matTranslation, M);
matTransform = MatrixMultiply(matRotation, matTransform);
unsigned MeshIndex = 0;
unsigned BoneIndex;
for (unsigned i = 1; i < MeshCount; i++) {
if (!strcmp(Bone.Name, MeshActivate[i])) {
MeshIndex = i;
break;
}
}
Mesh_t& Mesh = Meshes[MeshIndex];
for (BoneIndex = 0; BoneIndex < Mesh.BindingCount; BoneIndex++) {
if (!strcmp(Bone.Name, Mesh.BoneNames[Mesh.BoneBindings[BoneIndex].BoneIndex]))
break;
}
if (BoneIndex < Mesh.BindingCount)
{
for (unsigned i = 0; i < Mesh.BoneBindings[BoneIndex].RealVertexCount; i++)
{
unsigned VertexIndex = Mesh.BoneBindings[BoneIndex].FirstRealVertex + i;
Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
const Vector3 vRelativePos{ RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z };
const Vector3 vAbsolutePos = Vector3Transform(vRelativePos, matTransform);
AbsoluteVertex.Coord.x = vAbsolutePos.x;
AbsoluteVertex.Coord.y = vAbsolutePos.y;
AbsoluteVertex.Coord.z = vAbsolutePos.z;
}
for (unsigned i = 0; i < Mesh.BoneBindings[BoneIndex].BlendVertexCount; i++)
{
unsigned VertexIndex = Mesh.RealVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendVertex + i;
Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
const Vector3 vRelativePos{ RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z };
const Vector3 vAbsolutePos = Vector3Transform(vRelativePos, matTransform);
AbsoluteVertex.Coord.x = vAbsolutePos.x;
AbsoluteVertex.Coord.y = vAbsolutePos.y;
AbsoluteVertex.Coord.z = vAbsolutePos.z;
}
}
if (Bone.ChildrenCount == 1)
{
TransformVertices(*Bone.Children[0], M);
}
else if (Bone.ChildrenCount > 1)
{
for (unsigned i = 0; i < Bone.ChildrenCount; i++)
{
TransformVertices(*Bone.Children[i], matTransform);
}
}
}
static void BlendVertices()
{
for (unsigned i = 0; i < MeshCount; i++)
{
Mesh_t& Mesh = Meshes[i];
for (unsigned i = 0; i < Mesh.BlendVertexCount; i++)
{
Vertex_t& BlendVertex = Mesh.TransformedVertexData[Mesh.RealVertexCount + i];
float Weight = BlendVertex.BlendData.Weight;
Vertex_t& RealVertex = Mesh.TransformedVertexData[BlendVertex.BlendData.OtherVertex];
RealVertex.Coord.x =
Weight * BlendVertex.Coord.x +
(1 - Weight) * RealVertex.Coord.x;
RealVertex.Coord.y =
Weight * BlendVertex.Coord.y +
(1 - Weight) * RealVertex.Coord.y;
RealVertex.Coord.z =
Weight * BlendVertex.Coord.z +
(1 - Weight) * RealVertex.Coord.z;
}
}
}
#pragma endregion TSO #pragma endregion TSO
#pragma region custom_ray #pragma region custom_ray
@ -206,8 +305,6 @@ namespace CustomRay
model.materials = (Material*)RL_CALLOC(model.materialCount, sizeof(Material)); model.materials = (Material*)RL_CALLOC(model.materialCount, sizeof(Material));
model.meshMaterial[0] = 0; // By default, assign material 0 to each mesh model.meshMaterial[0] = 0; // By default, assign material 0 to each mesh
//TODO: reassign bone IDS with a map
///load the textures ///load the textures
for (int i = 0; i < model.materialCount; i++) for (int i = 0; i < model.materialCount; i++)
{ {
@ -233,9 +330,12 @@ namespace CustomRay
for (unsigned j = 0; j < ray_mesh.vertexCount; j++) for (unsigned j = 0; j < ray_mesh.vertexCount; j++)
{ {
//vertices? //vertices?
ray_mesh.vertices[j * 3 + 0] = tso_mesh.VertexData[j].Coord.x; ray_mesh.vertices[j * 3 + 0] = tso_mesh.TransformedVertexData[j].Coord.x;
ray_mesh.vertices[j * 3 + 1] = tso_mesh.VertexData[j].Coord.y; ray_mesh.vertices[j * 3 + 1] = tso_mesh.TransformedVertexData[j].Coord.y;
ray_mesh.vertices[j * 3 + 2] = tso_mesh.VertexData[j].Coord.z + (i * 2.f); ray_mesh.vertices[j * 3 + 2] = tso_mesh.TransformedVertexData[j].Coord.z;
//ray_mesh.vertices[j * 3 + 0] = tso_mesh.VertexData[j].Coord.x;
//ray_mesh.vertices[j * 3 + 1] = tso_mesh.VertexData[j].Coord.y;
//ray_mesh.vertices[j * 3 + 2] = tso_mesh.VertexData[j].Coord.z + (i * 1.f); //offset for now so we can see them
//coords //coords
ray_mesh.texcoords[j * 2 + 0] = tso_mesh.TransformedVertexData[j].TextureCoord.u; ray_mesh.texcoords[j * 2 + 0] = tso_mesh.TransformedVertexData[j].TextureCoord.u;
ray_mesh.texcoords[j * 2 + 1] = -tso_mesh.TransformedVertexData[j].TextureCoord.v; ray_mesh.texcoords[j * 2 + 1] = -tso_mesh.TransformedVertexData[j].TextureCoord.v;
@ -248,8 +348,12 @@ namespace CustomRay
for (unsigned j = 0; j < ray_mesh.triangleCount; j++) for (unsigned j = 0; j < ray_mesh.triangleCount; j++)
{ {
ray_mesh.indices[j * 3 + 0] = (unsigned short)tso_mesh.FaceData[j].VertexA; ray_mesh.indices[j * 3 + 0] = (unsigned short)tso_mesh.FaceData[j].VertexA;
//counter clock wise
ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexC; ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexC;
ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexB; ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexB;
//Clock wise
//ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexB;
//ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexC;
} }
//select the textures //select the textures
model.meshMaterial[i] = Mesh_UseTexture[i]; model.meshMaterial[i] = Mesh_UseTexture[i];
@ -285,7 +389,14 @@ namespace CustomRay
ModelAnimation LoadModelAnimationsTSO() ModelAnimation LoadModelAnimationsTSO()
{ {
ModelAnimation result; ModelAnimation result;
// Translation data - For each translation:
// Translation - X, Y, Z coordinates, each a 32 - bit little - endian float, specifying new,
// REPLACEMENT translation values for the bones of the skeleton.These values are stored absolute.
// Rotation data - For each rotation :
// Rotation - A normalized quaternion(called a "versor") consisting of X, Y, Z, W coordinates, each a 32 - bit little - endian float, specifying new,
// replacement rotation values for the bones of the skeleton.These values are stored absolute.
// These values assume a left - handed coordinate system, meaning that for a right - handed coordinate system(like OpenGL and XNA), you have to mirror the quaternion by negating Y and Z.
return result; return result;
} }
@ -371,13 +482,13 @@ static int Startup()
ReadAnimation(Animation); ReadAnimation(Animation);
free(InData); free(InData);
//AdvanceFrame(Skeleton, Animation, 0); AdvanceFrame(Skeleton, Animation, 0);
return 1; return 1;
} }
//settings //settings
static bool ShowTextures = false; static bool ShowTextures = false;
static bool ShowMesh = false; static bool ShowMesh = true;
static bool ShowSkeleton = true; static bool ShowSkeleton = true;
int main(void) int main(void)
{ {
@ -401,9 +512,14 @@ int main(void)
printf("=================RAY==================\n"); printf("=================RAY==================\n");
printf("======================================\n"); printf("======================================\n");
const Matrix& matIdentity = MatrixIdentity();
const float size = 0.1f; const float size = 0.1f;
box_model = LoadModelFromMesh( GenMeshCube(size, size, size) ); box_model = LoadModelFromMesh( GenMeshCube(size, size, size) );
//do this once!
TransformVertices(Skeleton.Bones[0], matIdentity);
BlendVertices();
Model model = CustomRay::LoadModelTSO(); Model model = CustomRay::LoadModelTSO();
CustomRay::LoadSkeletonTSO(model); CustomRay::LoadSkeletonTSO(model);
@ -424,6 +540,10 @@ int main(void)
{ {
ShowSkeleton = !ShowSkeleton; ShowSkeleton = !ShowSkeleton;
} }
if (IsKeyPressed(KEY_TWO))
{
ShowMesh = !ShowMesh;
}
} }
BeginDrawing(); BeginDrawing();
@ -432,17 +552,18 @@ int main(void)
BeginMode3D(camera); BeginMode3D(camera);
{ {
DrawGrid(10, 5.0f); DrawGrid(10, 5.0f);
if(ShowSkeleton) if(ShowSkeleton)
{ {
Matrix M = MatrixIdentity(); DrawBonesSkeleton(Skeleton.Bones[0], matIdentity);
DrawBonesSkeleton(Skeleton.Bones[0], M);
} }
if (ShowMesh) if (ShowMesh)
{ {
const Vector3 position{ 0.0f, 0.0f, 0.0f }; // Set model position const Vector3 position{ 0.0f, 0.0f, 0.0f }; // Set model position
const float scale = 1.f; const float scale = 1.f;
DrawModel(model, position, scale, WHITE);
//DrawModel(model, position, scale, WHITE);
} }
Matrix M = MatrixIdentity(); Matrix M = MatrixIdentity();

View file

@ -0,0 +1,36 @@
cmake_minimum_required(VERSION 3.0)
project(rlgldemo)
# Adding Raylib
include(FetchContent)
set(FETCHCONTENT_QUIET FALSE)
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games
#set raylib settings
add_compile_definitions(SUPPORT_FILEFORMAT_JPG)
FetchContent_Declare(
raylib
GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
GIT_TAG "master"
GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(raylib)
include_directories(${FILEHANDLER_INCLUDE})
include_directories(${VITABOY_INCLUDE})
# Adding our source files
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/*.cpp") # Define PROJECT_SOURCES as a list of all source files
set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/*.h") # Define PROJECT_INCLUDE to be the path to the include directory of the project
# Declaring our executable
add_executable(${PROJECT_NAME})
target_sources(${PROJECT_NAME} PRIVATE ${PROJECT_SOURCES})
target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE})
target_link_libraries(${PROJECT_NAME} PRIVATE raylib libvitaboy_static FileHandler_static)
# Setting ASSETS_PATH
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
#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

617
library/rlgldemo/main.cpp Normal file
View file

@ -0,0 +1,617 @@
/*
libvitaboy - Open source Openrl TSO character animation library
Renderer.cpp - Copyright (c) 2012 Niotso Project <http://niotso.org/>
Author(s): Fatbag <X-Fi6@phppoll.org>
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NErlIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "raylib.h"
#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText()
#include "rlgl.h"
#include <cassert>
#include <FileHandler.h>
#include "../libvitaboy/libvitaboy.hpp"
#define SCREEN_WIDTH (800)
#define SCREEN_HEIGHT (600)
#define WINDOW_TITLE "libvitaboy - Renderer - Ray"
struct BasicVertex_t {
float x, y, z;
};
struct CharacterPlacement_t {
BasicVertex_t Translation;
BasicVertex_t Rotation;
};
static CharacterPlacement_t Character = {{0,-3,0}, {0,0,0}};
static Skeleton_t Skeleton;
static Animation_t Animation;
static float AnimationTime = 0;
static void DisplayFileError(const char * Filename){
const char * Message;
switch(File::Error){
case FERR_NOT_FOUND:
Message = "%s does not exist.";
break;
case FERR_OPEN:
Message = "%s could not be opened for reading.";
break;
case FERR_BLANK:
case FERR_UNRECOGNIZED:
case FERR_INVALIDDATA:
Message = "%s is corrupt or invalid.";
break;
case FERR_MEMORY:
Message = "Memory for %s could not be allocated.";
break;
default:
Message = "%s could not be read.";
break;
}
char Buffer[1024];
sprintf(Buffer, Message, Filename);
}
static bool Read(const char* Filename, uint8_t** InData) {
*InData = File::ReadFile(Filename);
if (*InData != NULL) {
VBFile.set(*InData, File::FileSize);
return true;
}
DisplayFileError(Filename);
return false;
}
//textures
static Texture2D textures[3];
enum { Texture_Body, Texture_Head, Texture_Hand };
static const char* const TexturePaths[] = { "body.jpg", "head.jpg", "hand.jpg" };
static bool LoadTextures()
{
for (int i = 0; i < 3; i++)
{
textures[i] = LoadTexture(TexturePaths[i]);
}
return true;
}
static bool UnloadTextures()
{
for (int i = 0; i < 3; i++)
{
UnloadTexture(textures[i]);
}
return true;
}
//meshes
static const unsigned MeshCount = 4;
static Mesh_t Meshes[4];
enum { Mesh_Body, Mesh_Head, Mesh_LHand, Mesh_RHand };
static const char* const MeshPaths[] = { "body.mesh", "head.mesh", "lhand.mesh", "rhand.mesh" };
static const unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
static const char* const MeshActivate[] = { NULL, "HEAD", "L_HAND", "R_HAND" };
// Generate a simple triangle mesh from code
static Mesh CreateMesh(const Mesh_t& tso_mesh)
{
Mesh ray_mesh = { 0 };
ray_mesh.vertexCount = tso_mesh.RealVertexCount;
ray_mesh.triangleCount = tso_mesh.FaceCount; // Face count (triangulated)
ray_mesh.vertices = (float*)RL_CALLOC(ray_mesh.vertexCount * 3, sizeof(float));
ray_mesh.texcoords = (float*)RL_CALLOC(ray_mesh.vertexCount * 2, sizeof(float));
ray_mesh.normals = (float*)RL_CALLOC(ray_mesh.vertexCount * 3, sizeof(float));
ray_mesh.indices = (unsigned short*)RL_CALLOC(ray_mesh.triangleCount * 3, sizeof(unsigned short));
// Process all mesh faces
//vertex data
for (unsigned j = 0; j < ray_mesh.vertexCount; j++)
{
//vertices?
ray_mesh.vertices[j * 3 + 0] = tso_mesh.TransformedVertexData[j].Coord.x;
ray_mesh.vertices[j * 3 + 1] = tso_mesh.TransformedVertexData[j].Coord.y;
ray_mesh.vertices[j * 3 + 2] = tso_mesh.TransformedVertexData[j].Coord.z;
//coords
ray_mesh.texcoords[j * 2 + 0] = tso_mesh.TransformedVertexData[j].TextureCoord.u;
ray_mesh.texcoords[j * 2 + 1] = -tso_mesh.TransformedVertexData[j].TextureCoord.v;
//normals
ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.x;
ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.y;
ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.z;
}
//indices
for (unsigned j = 0; j < ray_mesh.triangleCount; j++)
{
ray_mesh.indices[j * 3 + 0] = (unsigned short)tso_mesh.FaceData[j].VertexA;
//counter clock wise
ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexC;
ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexB;
//Clock wise
//ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexB;
//ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexC;
}
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
UploadMesh(&ray_mesh, true); //check the dynamic flag if we have to keep creating the mesh
return ray_mesh;
}
static bool LoadMeshes()
{
uint8_t* InData;
for (unsigned i = 0; i < MeshCount; i++)
{
if (!Read(MeshPaths[i], &InData))
{
return false;
}
ReadMesh(Meshes[i]);
free(InData);
}
return true;
}
static int ResizeScene(uint16_t width, uint16_t height)
{
rlViewport(0, 0, width, height);
rlMatrixMode(RL_PROJECTION);
rlLoadIdentity();
// Calculate The Aspect Ratio Of The Window
//rluPerspective(45.0f, (rlfloat)width/(rlfloat)height, 0.1f, 100.0f);
// rlScalef(-1.0f, 1.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW);
rlLoadIdentity();
return 1;
}
static bool InitRLGL()
{
rlglInit(SCREEN_WIDTH, SCREEN_HEIGHT);
//rlSetCullFace();
//rlEnable(rl_CULL_FACE);
rlDisableBackfaceCulling();
//rlDisable(rl_BLEND);
rlEnableColorBlend();
//rlDepthFunc(rl_LEQUAL); //default
//rlHint(rl_PERSPECTIVE_CORRECTION_HINT, rl_NICEST); //default
//cant change this
//rlFrontFace(rl_CW);
ResizeScene(SCREEN_WIDTH, SCREEN_HEIGHT);
return true;
}
static void TransformVertices(Bone_t& Bone)
{
rlTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
float matRotation[16];
FindQuaternionMatrix(matRotation, &Bone.Rotation);
rlMultMatrixf(matRotation);
unsigned MeshIndex = 0;
unsigned BoneIndex;
for(unsigned i=1; i<MeshCount; i++){
if(!strcmp(Bone.Name, MeshActivate[i])){
MeshIndex = i;
break;
}
}
Mesh_t& Mesh = Meshes[MeshIndex];
for(BoneIndex=0; BoneIndex<Mesh.BindingCount; BoneIndex++){
if(!strcmp(Bone.Name, Mesh.BoneNames[Mesh.BoneBindings[BoneIndex].BoneIndex]))
break;
}
if(BoneIndex < Mesh.BindingCount){
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].RealVertexCount; i++){
unsigned VertexIndex = Mesh.BoneBindings[BoneIndex].FirstRealVertex + i;
Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
rlTranslatef(RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
const Matrix matModelView = rlGetMatrixModelview();
const Vector3 vertex = Vector3Transform(Vector3{ 0.f, 0.f, 0.f }, matModelView);
AbsoluteVertex.Coord.x = vertex.x;
AbsoluteVertex.Coord.y = vertex.y;
AbsoluteVertex.Coord.z = vertex.z;
rlTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.z);
}
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendVertexCount; i++){
unsigned VertexIndex = Mesh.RealVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendVertex + i;
Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
rlTranslatef(RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
const Matrix matModelView = rlGetMatrixModelview();
const Vector3 vertex = Vector3Transform(Vector3{ 0.f, 0.f, 0.f }, matModelView);
AbsoluteVertex.Coord.x = vertex.x;
AbsoluteVertex.Coord.y = vertex.y;
AbsoluteVertex.Coord.z = vertex.z;
rlTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.z);
}
}
if(Bone.ChildrenCount == 1){
TransformVertices(*Bone.Children[0]);
}else if(Bone.ChildrenCount > 1){
for(unsigned i=0; i<Bone.ChildrenCount; i++){
rlPushMatrix();
TransformVertices(*Bone.Children[i]);
rlPopMatrix();
}
}
}
static void BlendVertices()
{
for(unsigned i=0; i<MeshCount; i++){
Mesh_t& Mesh = Meshes[i];
for(unsigned i=0; i<Mesh.BlendVertexCount; i++){
Vertex_t& BlendVertex = Mesh.TransformedVertexData[Mesh.RealVertexCount + i];
float Weight = BlendVertex.BlendData.Weight;
Vertex_t& RealVertex = Mesh.TransformedVertexData[BlendVertex.BlendData.OtherVertex];
RealVertex.Coord.x =
Weight * BlendVertex.Coord.x +
(1-Weight) * RealVertex.Coord.x;
RealVertex.Coord.y =
Weight * BlendVertex.Coord.y +
(1-Weight) * RealVertex.Coord.y;
RealVertex.Coord.z =
Weight * BlendVertex.Coord.z +
(1-Weight) * RealVertex.Coord.z;
}
}
}
static Mesh ray_meshes[4];
static void CreateMeshes()
{
for (unsigned i = 0; i < MeshCount; i++)
{
ray_meshes[i] = CreateMesh(Meshes[i]);
}
}
static void DrawMeshes()
{
rlPushMatrix();
rlLoadIdentity();
TransformVertices(Skeleton.Bones[0]);
rlPopMatrix();
BlendVertices();
Material material = LoadMaterialDefault();
for (unsigned i = 0; i < MeshCount; i++)
{
material.maps[MATERIAL_MAP_DIFFUSE].texture = textures[Mesh_UseTexture[i]];
DrawMesh(ray_meshes[i], material, MatrixIdentity());
}
rlPopMatrix();
}
static void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float TimeDelta)
{
float Duration = (float)Animation.Motions[0].FrameCount/30;
AnimationTime += TimeDelta;
AnimationTime = fmodf(AnimationTime, Duration); //Loop the animation
for(unsigned i=0; i<Animation.MotionsCount; i++){
unsigned BoneIndex = FindBone(Skeleton, Animation.Motions[i].BoneName, Skeleton.BoneCount);
if(BoneIndex == (unsigned)-1) continue;
Bone_t& Bone = Skeleton.Bones[BoneIndex];
unsigned Frame = AnimationTime*30;
float FractionShown = AnimationTime*30 - Frame;
unsigned NextFrame = (Frame+1 != Animation.Motions[0].FrameCount) ? Frame+1 : 0;
if(Animation.Motions[i].HasTranslation){
Translation_t& Translation = Animation.Motions[i].Translations[Frame];
Translation_t& NextTranslation = Animation.Motions[i].Translations[NextFrame];
Bone.Translation.x = (1-FractionShown)*Translation.x + FractionShown*NextTranslation.x;
Bone.Translation.y = (1-FractionShown)*Translation.y + FractionShown*NextTranslation.y;
Bone.Translation.z = (1-FractionShown)*Translation.z + FractionShown*NextTranslation.z;
}
if(Animation.Motions[i].HasRotation){
Rotation_t& Rotation = Animation.Motions[i].Rotations[Frame];
Rotation_t& NextRotation = Animation.Motions[i].Rotations[NextFrame];
//Use nlerp to interpolate
float w1 = 1.0f - FractionShown, w2 = FractionShown;
if(DotProduct(&Rotation, &NextRotation) < 0)
w1 *= -1;
Bone.Rotation.x = w1*Rotation.x + w2*NextRotation.x;
Bone.Rotation.y = w1*Rotation.y + w2*NextRotation.y;
Bone.Rotation.z = w1*Rotation.z + w2*NextRotation.z;
Bone.Rotation.w = w1*Rotation.w + w2*NextRotation.w;
Normalize(&Bone.Rotation);
}
}
}
static void DrawBonesSkeleton(Bone_t& Bone)
{
rlTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
float RotationMatrix[16];
FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
rlMultMatrixf(RotationMatrix);
Color color;
if (!strcmp(Bone.Name, "ROOT"))
{
color = RED;
}
else if (!strcmp(Bone.Name, "HEAD"))
{
color = YELLOW;
}
else
{
color = GREEN;
}
DrawCube(Vector3{ 0.f, 0.f, 0.f }, 0.1f, 0.1f, 0.1f, color);
if(Bone.ChildrenCount == 1){
DrawBonesSkeleton(*Bone.Children[0]);
}else if(Bone.ChildrenCount > 1){
for(unsigned i=0; i<Bone.ChildrenCount; i++){
rlPushMatrix();
{
DrawBonesSkeleton(*Bone.Children[i]);
}
rlPopMatrix();
}
}
}
static void DrawSkeleton()
{
rlPushMatrix();
{
DrawBonesSkeleton(Skeleton.Bones[0]);
}
rlPopMatrix();
}
static bool Startup()
{
uint8_t * InData;
if(!Read("skeleton.skel", &InData))
return false;
ReadSkeleton(Skeleton);
free(InData);
for(unsigned i=0; i<MeshCount; i++){
if(!Read(MeshPaths[i], &InData))
return 0;
ReadMesh(Meshes[i]);
free(InData);
}
if(!Read("animation.anim", &InData))
return false;
ReadAnimation(Animation);
free(InData);
AdvanceFrame(Skeleton, Animation, 0);
return true;
}
static Model LoadModelTSO()
{
Model model;
//meshes
model.meshCount = MeshCount;
model.meshes = (Mesh*)RL_CALLOC(model.meshCount, sizeof(Mesh));
//textures
model.materialCount = 3;
model.meshMaterial = (int*)RL_CALLOC(model.meshCount, sizeof(int)); // Material index assigned to each mesh
model.materials = (Material*)RL_CALLOC(model.materialCount, sizeof(Material));
model.meshMaterial[0] = 0; // By default, assign material 0 to each mesh
///load the textures
for (int i = 0; i < model.materialCount; i++)
{
model.materials[i] = LoadMaterialDefault();
model.materials[i].maps[MATERIAL_MAP_DIFFUSE].texture = textures[i];
}
//load meshes
for (int i = 0; i < model.meshCount; i++)
{
Mesh_t& tso_mesh = Meshes[i];
Mesh& ray_mesh = model.meshes[i];
ray_mesh.vertexCount = tso_mesh.RealVertexCount;
ray_mesh.triangleCount = tso_mesh.FaceCount; // Face count (triangulated)
ray_mesh.vertices = (float*)RL_CALLOC(ray_mesh.vertexCount * 3, sizeof(float));
ray_mesh.texcoords = (float*)RL_CALLOC(ray_mesh.vertexCount * 2, sizeof(float));
ray_mesh.normals = (float*)RL_CALLOC(ray_mesh.vertexCount * 3, sizeof(float));
ray_mesh.indices = (unsigned short*)RL_CALLOC(ray_mesh.triangleCount * 3, sizeof(unsigned short));
// Process all mesh faces
//vertex data
for (unsigned j = 0; j < ray_mesh.vertexCount; j++)
{
//vertices?
//ray_mesh.vertices[j * 3 + 0] = tso_mesh.TransformedVertexData[j].Coord.x;
//ray_mesh.vertices[j * 3 + 1] = tso_mesh.TransformedVertexData[j].Coord.y;
//ray_mesh.vertices[j * 3 + 2] = tso_mesh.TransformedVertexData[j].Coord.z;
ray_mesh.vertices[j * 3 + 0] = tso_mesh.VertexData[j].Coord.x;
ray_mesh.vertices[j * 3 + 1] = tso_mesh.VertexData[j].Coord.y;
ray_mesh.vertices[j * 3 + 2] = tso_mesh.VertexData[j].Coord.z; //offset for now so we can see them
//coords
ray_mesh.texcoords[j * 2 + 0] = tso_mesh.TransformedVertexData[j].TextureCoord.u;
ray_mesh.texcoords[j * 2 + 1] = -tso_mesh.TransformedVertexData[j].TextureCoord.v;
//normals
ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.x;
ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.y;
ray_mesh.normals[j * 3 + 0] = tso_mesh.TransformedVertexData[j].NormalCoord.z;
}
//indices
for (unsigned j = 0; j < ray_mesh.triangleCount; j++)
{
ray_mesh.indices[j * 3 + 0] = (unsigned short)tso_mesh.FaceData[j].VertexA;
//counter clock wise
//ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexC;
//ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexB;
//Clock wise
ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexB;
ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexC;
}
//select the textures
model.meshMaterial[i] = Mesh_UseTexture[i];
}
//upload to gpu
// Make sure model transform is set to identity matrix!
model.transform = MatrixIdentity();
if ((model.meshCount != 0) && (model.meshes != NULL))
{
// Upload vertex data to GPU (static meshes)
for (int i = 0; i < model.meshCount; i++)
{
UploadMesh(&model.meshes[i], true);
}
}
else TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load model mesh(es) data", fileName);
if (model.materialCount == 0)
{
TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to load model 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;
}
//settings
static bool ShowMesh = true;
static bool ShowSkeleton = true;
int main(void)
{
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_TITLE);
SetTargetFPS(60);
InitRLGL();
// Define the camera to look into our 3d world
Camera camera;
camera.position = Vector3{ 0.0f, 5.0f, 5.0f }; // Camera position
camera.target = Vector3{ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = Vector3{ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 70.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
assert( Startup() );
assert( LoadTextures() );
assert( LoadMeshes() );
CreateMeshes();
TransformVertices(Skeleton.Bones[0]);
BlendVertices();
Model model = LoadModelTSO();
printf("======================================\n");
printf("=================RAY==================\n");
printf("======================================\n");
DisableCursor();
while (!WindowShouldClose())
{
const float dt{ GetFrameTime() };
//Handle user interaction
{
UpdateCamera(&camera, CAMERA_FREE);
//if (IsKeyDown(KEY_A)) /*{if(zoom <=-1.0f) zoom+=0.05f; }*/ zoom += 3 * dt;
//if (IsKeyDown(KEY_S)) /*{if(zoom >=-10.0f) zoom-=0.05f; }*/ zoom -= 3 * dt;
if (IsKeyDown(KEY_UP)) { if ((Character.Rotation.x -= 60 * dt) <= -360) Character.Rotation.x += 360; }
if (IsKeyDown(KEY_DOWN)) { if ((Character.Rotation.x += 60 * dt) >= 360) Character.Rotation.x -= 360; }
if (IsKeyDown(KEY_LEFT)) { if ((Character.Rotation.y -= 60 * dt) <= -360) Character.Rotation.y += 360; }
if (IsKeyDown(KEY_RIGHT)) { if ((Character.Rotation.y += 60 * dt) >= 360) Character.Rotation.y -= 360; }
if (IsKeyDown(KEY_X)) { if ((Character.Rotation.z -= 60 * dt) <= -360) Character.Rotation.z += 360; }
if (IsKeyDown(KEY_Z)) { if ((Character.Rotation.z += 60 * dt) >= 360) Character.Rotation.z -= 360; }
if (IsKeyDown(KEY_K)) { Character.Translation.y -= 3 * dt; }
if (IsKeyDown(KEY_I)) { Character.Translation.y += 3 * dt; }
if (IsKeyDown(KEY_J)) { Character.Translation.x -= 3 * dt; }
if (IsKeyDown(KEY_L)) { Character.Translation.x += 3 * dt; }
if (IsKeyPressed(KEY_ONE)){ ShowSkeleton = !ShowSkeleton; }
if (IsKeyPressed(KEY_TWO)) { ShowMesh = !ShowMesh; }
if (IsKeyDown(KEY_N)) { AdvanceFrame(Skeleton, Animation, dt); }
}
//rlClearScreenBuffers(); //Clear the screen and the depth buffer
BeginDrawing();
{
ClearBackground(BLACK);
BeginMode3D(camera);
{
DrawGrid(10, 5.0f);
//Avatar
{
if (ShowMesh)
{
//rlEnableWireMode();
//rlColor3f(1.0, 1.0, 1.0);
//DrawMeshes();
//rlDisableWireMode();
const Vector3 position{ 0.0f, 0.0f, 0.0f };
const float scale = 1.f;
DrawModel(model, position, scale, WHITE);
}
if (ShowSkeleton)
{
DrawSkeleton();
}
}
}
EndMode3D();
}
EndDrawing();
}
UnloadTextures();
CloseWindow();
return 0;
}