mysimulation/library/renderdemo_ray/main.cpp

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C++

#include "raylib.h"
#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText()
#include <string>
#include <unordered_map>
#include <cassert>
#include <FileHandler.h>
#include "../libvitaboy/libvitaboy.hpp"
#define SCREEN_WIDTH (800)
#define SCREEN_HEIGHT (600)
#define WINDOW_TITLE "libvitaboy - Renderer - Ray"
//we dont look in this mess for now
#pragma region TSO
//util
static bool Read(const char* Filename, uint8_t** InData) {
*InData = File::ReadFile(Filename);
if (*InData != NULL) {
VBFile.set(*InData, File::FileSize);
return true;
}
return false;
}
//globals
//skeleton
static Skeleton_t Skeleton;
static Model box_model;
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()};
float angle{ 0 };
const Quaternion rotation = Quaternion{ Bone.Rotation.x, Bone.Rotation.y, Bone.Rotation.z, Bone.Rotation.w };
QuaternionToAxisAngle(rotation, &axis, &angle);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matRotation = MatrixRotate(axis, angle);
Matrix matTranslation = MatrixTranslate(bonePos.x, bonePos.y, bonePos.z);
//this order is correct, see
//Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matTranslation), matRotation);
Matrix matTransform = MatrixMultiply(matScale, matTranslation);
Matrix modelMatrix = MatrixMultiply(M, matTransform);
Color color;
if(!strcmp(Bone.Name, "ROOT"))
{
color = RED;
}
else if(!strcmp(Bone.Name, "HEAD"))
{
color = YELLOW;
}
else
{
color = GREEN;
}
DrawModel(box_model, Vector3Transform(bonePos, M), 1.f, color);
for (unsigned i = 0; i < Bone.ChildrenCount; i++)
{
DrawBonesSkeleton(*Bone.Children[i], modelMatrix);
}
}
static int counter = 0;
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 rotationAxis = { 0.0f, 0.0f, 1.0f };
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matRotation = MatrixRotate(rotationAxis, 45.f * DEG2RAD);
Matrix matTranslation = MatrixTranslate(5.f, 0.f, 0.f); //transform 5 in the X direction
// https://github.com/JipBoesenkool/CSE167F17_Project4/blob/master/src/renderer/model/Transform.cpp
// SRT = iTRS, for absolute
// STR = iRTS, for local transforms
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matTranslation), matRotation);
Matrix modelMatrix = MatrixMultiply(M, matTransform);
if (counter < 3)
{
counter++;
DrawTest(modelMatrix);
}
counter = 0;
}
//animation
static Animation_t Animation;
static float AnimationTime = 0;
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);
}
}
}
//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;
}
//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"};
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;
}
#pragma endregion TSO
#pragma region custom_ray
namespace CustomRay
{
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
//TODO: reassign bone IDS with a map
///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.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 * 2.f);
//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;
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;
}
//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], false);
}
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;
}
ModelAnimation LoadModelAnimationsTSO()
{
ModelAnimation result;
return result;
}
//https://gist.github.com/Gamerfiend/18206474679bf5873925c839d0d6a6d0
void LoadSkeletonTSO(Model& ray_model)
{
//Load the bonus
// map string to ID
Skeleton_t& tso_skeleton = Skeleton;
const unsigned int boneCount = Skeleton.BoneCount;
ray_model.boneCount = boneCount;
ray_model.bones = (BoneInfo*)RL_MALLOC(boneCount * sizeof(BoneInfo));
ray_model.bindPose = (Transform*)RL_MALLOC(boneCount * sizeof(Transform));
for (unsigned int i = 0; i < Skeleton.BoneCount; i++)
{
Bone_t& tso_bone = Skeleton.Bones[i];
BoneInfo& ray_bone = ray_model.bones[i];
Transform& ray_bone_transform = ray_model.bindPose[i];
//fill boneinfo
//sims naming might be bigger then 32 chars, assert if so
const int length = strlen(tso_bone.Name);
assert(strlen(tso_bone.Name) <= 32);
strcpy(ray_bone.name, tso_bone.Name);
ray_bone.parent = FindBone(Skeleton, tso_bone.ParentsName, boneCount);
printf("Bone: %i\n", i);
printf("Name: %s\n", ray_bone.name);
printf("parentName: %s\n", tso_bone.ParentsName);
printf("parentID: %i\n", ray_bone.parent);
// Set the transform
const Translation_t& tso_bone_position = tso_bone.Translation;
const Rotation_t& tso_bone_rotation = tso_bone.Rotation;
const Vector3 tso_bone_Scale = { 1.f, 1.f, 1.f, }; //no scale?
// sucks writing it out, but safer then pointer casting
//position
ray_bone_transform.translation.x = tso_bone_position.x;
ray_bone_transform.translation.y = tso_bone_position.y;
ray_bone_transform.translation.z = tso_bone_position.z;
//rotation
ray_bone_transform.rotation.x = tso_bone_rotation.x;
ray_bone_transform.rotation.y = tso_bone_rotation.y;
ray_bone_transform.rotation.z = tso_bone_rotation.z;
ray_bone_transform.rotation.w = tso_bone_rotation.w;
//scale
ray_bone_transform.scale.x = tso_bone_Scale.x;
ray_bone_transform.scale.y = tso_bone_Scale.y;
ray_bone_transform.scale.z = tso_bone_Scale.z;
}
for (int i = 0; i < ray_model.meshCount; i++)
{
Mesh_t& tso_mesh = Meshes[i];
Mesh& ray_mesh = ray_model.meshes[i];
}
[[maybe_unused]] unsigned int block = 0;
block++;
}
}
#pragma endregion custom_ray
static int Startup()
{
uint8_t * InData;
if(!Read("skeleton.skel", &InData))
return 0;
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 0;
ReadAnimation(Animation);
free(InData);
//AdvanceFrame(Skeleton, Animation, 0);
return 1;
}
//settings
static bool ShowTextures = false;
static bool ShowMesh = false;
static bool ShowSkeleton = true;
int main(void)
{
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_TITLE);
SetTargetFPS(60);
// Initialize the camera
Camera3D camera = { 0 };
camera.position = Vector3{ 0.f, 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 - we will probably need orthographic
//doesn't work when ran from VSStudio
assert( Startup() );
assert( LoadTextures() );
assert( LoadMeshes() );
printf("======================================\n");
printf("=================RAY==================\n");
printf("======================================\n");
const float size = 0.1f;
box_model = LoadModelFromMesh( GenMeshCube(size, size, size) );
Model model = CustomRay::LoadModelTSO();
CustomRay::LoadSkeletonTSO(model);
DisableCursor();
while (!WindowShouldClose())
{
const float dt{ GetFrameTime() };
//update
{
UpdateCamera(&camera, CAMERA_FREE);
// Play animation when spacebar is held down
if (IsKeyDown(KEY_N))
{
AdvanceFrame(Skeleton, Animation, dt);
}
if (IsKeyPressed(KEY_ONE))
{
ShowSkeleton = !ShowSkeleton;
}
}
BeginDrawing();
{
ClearBackground(BLACK);
BeginMode3D(camera);
{
DrawGrid(10, 5.0f);
if(ShowSkeleton)
{
Matrix M = MatrixIdentity();
DrawBonesSkeleton(Skeleton.Bones[0], M);
}
if (ShowMesh)
{
const Vector3 position{ 0.0f, 0.0f, 0.0f }; // Set model position
const float scale = 1.f;
DrawModel(model, position, scale, WHITE);
}
Matrix M = MatrixIdentity();
DrawTest(M);
}
EndMode3D();
//debug textures
if(ShowTextures)
{
for(int i=0; i < 3; i++)
{
DrawTexture(textures[i], i * 100, 0, WHITE);
}
}
}
EndDrawing();
}
UnloadModel(model);
CloseWindow();
return 0;
}