mirror of
https://github.com/simtactics/mysimulation.git
synced 2025-03-15 14:51:21 +00:00
669 lines
No EOL
23 KiB
C++
669 lines
No EOL
23 KiB
C++
/*
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Special thanks to:
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libvitaboy - Open source OpenGL TSO character animation library
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Renderer.cpp - Copyright (c) 2012 Niotso Project <http://niotso.org/>
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Author(s): Fatbag <X-Fi6@phppoll.org>
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*/
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/*
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Instructions:
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You must have the following files in the same directory as the Renderer binary:
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Skeleton:
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* skeleton.skel ("adult.skel" in ./avatardata/skeletons/)
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Meshes:
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* body.mesh (pick one from ./avatardata/bodies/meshes/)
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* head.mesh (pick one from ./avatardata/heads/meshes/)
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* lhand.mesh (pick one from ./avatardata/hands/meshes/)
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* rhand.mesh (pick one from ./avatardata/hands/meshes/)
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Textures:
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* body.jpg (pick one from ./avatardata/bodies/textures/)
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* head.jpg (pick one from ./avatardata/heads/textures/)
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* hand.jpg (pick one from ./avatardata/hands/textures/)
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Animation:
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* animation.anim (pick one from ./avatardata/animations/)
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==== Controls ====
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1: Toggle skeleton
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2: Toggle the mesh
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n: Animate the character
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*/
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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 "rlgl.h"
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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 (800)
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#define SCREEN_HEIGHT (600)
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#define WINDOW_TITLE "libvitaboy - Renderer - Ray"
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struct BasicVertex_t {
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float x, y, z;
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};
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struct CharacterPlacement_t {
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BasicVertex_t Translation;
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BasicVertex_t Rotation;
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};
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static CharacterPlacement_t Character = {{0,-3,0}, {0,0,0}};
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static Skeleton_t Skeleton;
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static Animation_t Animation;
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static float AnimationTime = 0;
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static void DisplayFileError(const char * Filename){
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const char * Message;
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switch(File::Error){
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case FERR_NOT_FOUND:
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Message = "%s does not exist.";
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break;
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case FERR_OPEN:
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Message = "%s could not be opened for reading.";
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break;
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case FERR_BLANK:
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case FERR_UNRECOGNIZED:
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case FERR_INVALIDDATA:
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Message = "%s is corrupt or invalid.";
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break;
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case FERR_MEMORY:
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Message = "Memory for %s could not be allocated.";
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break;
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default:
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Message = "%s could not be read.";
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break;
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}
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char Buffer[1024];
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sprintf(Buffer, Message, Filename);
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}
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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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DisplayFileError(Filename);
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return false;
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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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static bool UnloadTextures()
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{
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for (int i = 0; i < 3; i++)
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{
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UnloadTexture(textures[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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// Generate a simple triangle mesh from code
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static Mesh CreateMesh(const Mesh_t& tso_mesh)
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{
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Mesh ray_mesh = { 0 };
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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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//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.TransformedVertexData[j].Coord.x;
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ray_mesh.vertices[j * 3 + 1] = tso_mesh.TransformedVertexData[j].Coord.y;
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ray_mesh.vertices[j * 3 + 2] = tso_mesh.TransformedVertexData[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 + 1] = tso_mesh.TransformedVertexData[j].NormalCoord.y;
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ray_mesh.normals[j * 3 + 2] = tso_mesh.TransformedVertexData[j].NormalCoord.z;
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}
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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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//counter clock wise
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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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//Clock wise
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//ray_mesh.indices[j * 3 + 1] = (unsigned short)tso_mesh.FaceData[j].VertexB;
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//ray_mesh.indices[j * 3 + 2] = (unsigned short)tso_mesh.FaceData[j].VertexC;
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}
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// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
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//UploadMesh(&ray_mesh, true); //check the dynamic flag if we have to keep creating the mesh
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return ray_mesh;
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}
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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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{
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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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static int ResizeScene(uint16_t width, uint16_t height)
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{
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rlViewport(0, 0, width, height);
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rlMatrixMode(RL_PROJECTION);
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rlLoadIdentity();
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// Calculate The Aspect Ratio Of The Window
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//rluPerspective(45.0f, (rlfloat)width/(rlfloat)height, 0.1f, 100.0f);
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// rlScalef(-1.0f, 1.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW);
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rlLoadIdentity();
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return 1;
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}
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static bool InitRLGL()
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{
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rlglInit(SCREEN_WIDTH, SCREEN_HEIGHT);
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//rlSetCullFace();
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//rlEnable(rl_CULL_FACE);
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rlDisableBackfaceCulling();
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//rlDisable(rl_BLEND);
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rlEnableColorBlend();
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//rlDepthFunc(rl_LEQUAL); //default
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//rlHint(rl_PERSPECTIVE_CORRECTION_HINT, rl_NICEST); //default
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//cant change this
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//rlFrontFace(rl_CW);
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ResizeScene(SCREEN_WIDTH, SCREEN_HEIGHT);
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return true;
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}
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static void TransformVertices(Bone_t& Bone)
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{
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rlTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float matRotation[16];
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FindQuaternionMatrix(matRotation, &Bone.Rotation);
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rlMultMatrixf(matRotation);
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unsigned MeshIndex = 0;
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unsigned BoneIndex;
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for(unsigned i=1; i<MeshCount; i++){
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if(!strcmp(Bone.Name, MeshActivate[i])){
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MeshIndex = i;
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break;
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}
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}
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Mesh_t& Mesh = Meshes[MeshIndex];
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for(BoneIndex=0; BoneIndex<Mesh.BindingCount; BoneIndex++){
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if(!strcmp(Bone.Name, Mesh.BoneNames[Mesh.BoneBindings[BoneIndex].BoneIndex]))
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break;
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}
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if(BoneIndex < Mesh.BindingCount){
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for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].RealVertexCount; i++)
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{
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unsigned VertexIndex = Mesh.BoneBindings[BoneIndex].FirstRealVertex + i;
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Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
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Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
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rlTranslatef(RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
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const Matrix matModelView = rlGetMatrixTransform();
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const Vector3 vertex = Vector3Transform(Vector3{ 0.f, 0.f, 0.f }, matModelView);
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AbsoluteVertex.Coord.x = vertex.x;
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AbsoluteVertex.Coord.y = vertex.y;
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AbsoluteVertex.Coord.z = vertex.z;
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rlTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.z);
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}
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for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendVertexCount; i++)
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{
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unsigned VertexIndex = Mesh.RealVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendVertex + i;
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Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
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Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
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rlTranslatef(RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
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const Matrix matModelView = rlGetMatrixTransform();
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const Vector3 vertex = Vector3Transform(Vector3{ 0.f, 0.f, 0.f }, matModelView);
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AbsoluteVertex.Coord.x = vertex.x;
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AbsoluteVertex.Coord.y = vertex.y;
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AbsoluteVertex.Coord.z = vertex.z;
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rlTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.z);
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}
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}
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if(Bone.ChildrenCount == 1){
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TransformVertices(*Bone.Children[0]);
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}else if(Bone.ChildrenCount > 1){
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for(unsigned i=0; i<Bone.ChildrenCount; i++){
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rlPushMatrix();
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TransformVertices(*Bone.Children[i]);
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rlPopMatrix();
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}
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}
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}
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static void BlendVertices()
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{
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for(unsigned i=0; i<MeshCount; i++){
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Mesh_t& Mesh = Meshes[i];
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for(unsigned i=0; i<Mesh.BlendVertexCount; i++)
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{
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Vertex_t& BlendVertex = Mesh.TransformedVertexData[Mesh.RealVertexCount + i];
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float Weight = BlendVertex.BlendData.Weight;
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Vertex_t& RealVertex = Mesh.TransformedVertexData[BlendVertex.BlendData.OtherVertex];
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RealVertex.Coord.x =
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Weight * BlendVertex.Coord.x +
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(1-Weight) * RealVertex.Coord.x;
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RealVertex.Coord.y =
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Weight * BlendVertex.Coord.y +
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(1-Weight) * RealVertex.Coord.y;
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RealVertex.Coord.z =
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Weight * BlendVertex.Coord.z +
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(1-Weight) * RealVertex.Coord.z;
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}
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}
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}
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static Mesh ray_meshes[4];
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static void CreateMeshes()
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{
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for (unsigned i = 0; i < MeshCount; i++)
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{
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ray_meshes[i] = CreateMesh(Meshes[i]);
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}
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}
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static void UpdateMeshes(Model& model)
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{
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rlPushMatrix();
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rlLoadIdentity();
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TransformVertices(Skeleton.Bones[0]);
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rlPopMatrix();
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BlendVertices();
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for (unsigned i = 0; i < MeshCount; i++)
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{
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Mesh& ray_mesh = model.meshes[i];
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Mesh_t& tso_mesh = Meshes[i];
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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.TransformedVertexData[j].Coord.x;
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ray_mesh.vertices[j * 3 + 1] = tso_mesh.TransformedVertexData[j].Coord.y;
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ray_mesh.vertices[j * 3 + 2] = tso_mesh.TransformedVertexData[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 + 1] = tso_mesh.TransformedVertexData[j].NormalCoord.y;
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ray_mesh.normals[j * 3 + 2] = tso_mesh.TransformedVertexData[j].NormalCoord.z;
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}
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// from UploadMesh
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//mesh->vboId[0] = 0; // Vertex buffer: positions
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//mesh->vboId[1] = 0; // Vertex buffer: texcoords
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//mesh->vboId[2] = 0; // Vertex buffer: normals
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UpdateMeshBuffer(ray_mesh, 0, ray_mesh.vertices, sizeof(float) * ray_mesh.vertexCount * 3, 0);
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UpdateMeshBuffer(ray_mesh, 1, ray_mesh.texcoords, sizeof(float) * ray_mesh.vertexCount * 2, 0);
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UpdateMeshBuffer(ray_mesh, 2, ray_mesh.normals, sizeof(float) * ray_mesh.vertexCount * 3, 0);
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}
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rlPopMatrix();
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}
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static void DrawMeshes()
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{
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rlPushMatrix();
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rlLoadIdentity();
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TransformVertices(Skeleton.Bones[0]);
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rlPopMatrix();
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BlendVertices();
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Material material = LoadMaterialDefault();
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for (unsigned i = 0; i < MeshCount; i++)
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{
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material.maps[MATERIAL_MAP_DIFFUSE].texture = textures[Mesh_UseTexture[i]];
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DrawMesh(ray_meshes[i], material, MatrixIdentity());
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}
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rlPopMatrix();
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}
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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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static void DrawBonesSkeleton(Bone_t& Bone)
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{
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rlTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float RotationMatrix[16];
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FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
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rlMultMatrixf(RotationMatrix);
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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(Vector3{ 0.f, 0.f, 0.f }, 0.1f, 0.1f, 0.1f, color);
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if(Bone.ChildrenCount == 1){
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DrawBonesSkeleton(*Bone.Children[0]);
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}else if(Bone.ChildrenCount > 1){
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for(unsigned i=0; i<Bone.ChildrenCount; i++){
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rlPushMatrix();
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{
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DrawBonesSkeleton(*Bone.Children[i]);
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}
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rlPopMatrix();
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}
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}
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}
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static void DrawSkeleton()
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{
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rlPushMatrix();
|
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{
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DrawBonesSkeleton(Skeleton.Bones[0]);
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}
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rlPopMatrix();
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}
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|
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static bool 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 false;
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ReadSkeleton(Skeleton);
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free(InData);
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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
|
|
// TODO: extract this in seperate function
|
|
//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 + 1] = tso_mesh.TransformedVertexData[j].NormalCoord.y;
|
|
ray_mesh.normals[j * 3 + 2] = 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();
|
|
|
|
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
|
|
UpdateMeshes(model);
|
|
|
|
BeginDrawing();
|
|
{
|
|
ClearBackground(BLACK);
|
|
BeginMode3D(camera);
|
|
{
|
|
DrawGrid(10, 5.0f);
|
|
//Avatar
|
|
{
|
|
if (ShowMesh)
|
|
{
|
|
// draw the model
|
|
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;
|
|
} |