mirror of
https://github.com/simtactics/niotso.git
synced 2025-07-19 04:24:51 -04:00
work in progress, cleaned up the directories and split them up into folder which make more sense, Still need to compile libvitaboy and all the tools
This commit is contained in:
parent
66ce473514
commit
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1786 changed files with 571812 additions and 15332 deletions
36
examples/rlgldemo/CMakeLists.txt
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36
examples/rlgldemo/CMakeLists.txt
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cmake_minimum_required(VERSION 3.2...3.29)
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project(rlgldemo)
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# Adding Raylib
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include(FetchContent)
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set(FETCHCONTENT_QUIET FALSE)
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set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
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set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games
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#set raylib settings
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add_compile_definitions(SUPPORT_FILEFORMAT_JPG)
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FetchContent_Declare(
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raylib
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GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
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GIT_TAG "master"
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GIT_PROGRESS TRUE
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)
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FetchContent_MakeAvailable(raylib)
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include_directories(${FILEHANDLER_INCLUDE})
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include_directories(${VITABOY_INCLUDE})
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# Adding our source files
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file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/*.cpp") # Define PROJECT_SOURCES as a list of all source files
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set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/*.h") # Define PROJECT_INCLUDE to be the path to the include directory of the project
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# Declaring our executable
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add_executable(${PROJECT_NAME})
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target_sources(${PROJECT_NAME} PRIVATE ${PROJECT_SOURCES})
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target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE})
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target_link_libraries(${PROJECT_NAME} PRIVATE raylib libvitaboy_static FileHandler_static)
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# Setting ASSETS_PATH
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target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/") # Set the asset path macro to the absolute path on the dev machine
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#target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="./assets") # Set the asset path macro in release mode to a relative path that assumes the assets folder is in the same directory as the game executable
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669
examples/rlgldemo/main.cpp
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669
examples/rlgldemo/main.cpp
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/*
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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();
|
||||
}
|
||||
|
||||
static void DrawMeshes()
|
||||
{
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rlPushMatrix();
|
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rlLoadIdentity();
|
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TransformVertices(Skeleton.Bones[0]);
|
||||
rlPopMatrix();
|
||||
BlendVertices();
|
||||
|
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Material material = LoadMaterialDefault();
|
||||
for (unsigned i = 0; i < MeshCount; i++)
|
||||
{
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material.maps[MATERIAL_MAP_DIFFUSE].texture = textures[Mesh_UseTexture[i]];
|
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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++){
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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
|
||||
// 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;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue