reduce LOC

This commit is contained in:
iann 2025-11-11 03:48:20 +09:00
parent 8bc6606ebe
commit 41c9975118
5 changed files with 1118 additions and 408 deletions

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@ -523,7 +523,7 @@ CORE = \
core/core_3d_picking \
core/core_3d_fixed_function_didactic \
core/core_3d_camera_view_opengl11 \
core/core_3d_camera_view_opengl33 \
core/core_3d_camera_view \
core/core_automation_events \
core/core_basic_screen_manager \
core/core_basic_window \

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@ -0,0 +1,265 @@
/*******************************************************************************************
*
* raylib [core] example - Camera View
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 6.0? (target)
*
* Example contributed by IANN (@meisei4) and reviewed by Ramon Santamaria (@raysan5) and community
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 @meisei4
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <stdbool.h>
#define BAHAMA_BLUE CLITERAL(Color){ 0, 102, 153, 255 }
#define SUNFLOWER CLITERAL(Color){ 255, 204, 153, 255 }
#define ANAKIWA CLITERAL(Color){ 153, 204, 255, 255 }
#define MARINER CLITERAL(Color){ 51, 102, 204, 255 }
#define NEON_CARROT CLITERAL(Color){ 255, 153, 51, 255 }
#define EGGPLANT CLITERAL(Color){ 102, 68, 102, 255 }
#define HOPBUSH CLITERAL(Color){ 204, 102, 153, 255 }
typedef unsigned short Triangle[3];
enum Flags
{
FLAG_PAUSE = 1u<<1,
FLAG_JUGEMU = 1u<<2,
FLAG_ORTHO = 1u<<3,
GEN_CUBE = 1u<<4,
GEN_SPHERE = 1u<<5,
GEN_KNOT = 1u<<6
};
static unsigned int gflags = FLAG_JUGEMU | GEN_CUBE;
#define PAUSED() ((gflags & FLAG_PAUSE) != 0)
#define JUGEMU_MODE() ((gflags & FLAG_JUGEMU) != 0)
#define ORTHO_MODE() ((gflags & FLAG_ORTHO) != 0)
#define TOGGLE(K, F) do { if (IsKeyPressed(K)) { gflags ^= (F); } } while (0)
static unsigned int targetMesh = 0;
#define NUM_MODELS 3
#define CYCLE_MESH(K, I, F) do { if (IsKeyPressed(K)) { targetMesh = (I); gflags = (gflags & ~(GEN_CUBE|GEN_SPHERE|GEN_KNOT)) | (F); } } while (0)
static float fovyPerspective = 60.0f;
static float nearPlaneHeightOrthographic = 1.0f;
static Vector3 yAxis = { 0.0f, 1.0f, 0.0f };
static Vector3 modelPos = { 0.0f, 0.0f, 0.0f };
static Vector3 modelScale = { 1.0f, 1.0f, 1.0f };
static Vector3 mainPos = { 0.0f, 0.0f, 2.0f };
static Vector3 jugemuPos = { 3.0f, 1.0f, 3.0f };
static Vector3 *ComputeFrustumCorners(const Camera3D *main, float aspect, float near, float far);
static void OrbitSpace(Camera3D *jugemu, float dt);
static float OrthoBlendFactor(float dt);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - camera view");
RenderTexture2D perspectiveCorrectRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
float near = 1.0f;
float far = 3.0f;
float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
nearPlaneHeightOrthographic = 2.0f*near*tanf(DEG2RAD*fovyPerspective*0.5f);
float meshRotation = 0.0f;
Camera3D main = { 0 };
main.position = mainPos;
main.target = modelPos;
main.up = yAxis;
main.projection = (ORTHO_MODE())? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
main.fovy = (ORTHO_MODE())? nearPlaneHeightOrthographic: fovyPerspective;
Camera3D jugemu = (Camera3D){ 0 };
jugemu.position = jugemuPos;
jugemu.target = modelPos;
jugemu.up = yAxis;
jugemu.fovy = fovyPerspective;
jugemu.projection = CAMERA_PERSPECTIVE;
Model models[NUM_MODELS] = { 0 };
models[0] = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
models[1] = LoadModelFromMesh(GenMeshSphere(0.5f, 8, 8));
models[2] = LoadModelFromMesh(GenMeshKnot(1.0f, 1.0f, 16, 128));
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
TOGGLE(KEY_SPACE, FLAG_PAUSE);
TOGGLE(KEY_J, FLAG_JUGEMU);
TOGGLE(KEY_O, FLAG_ORTHO);
CYCLE_MESH(KEY_ONE, 0, GEN_CUBE);
CYCLE_MESH(KEY_TWO, 1, GEN_SPHERE);
CYCLE_MESH(KEY_THREE, 2, GEN_KNOT);
OrthoBlendFactor(GetFrameTime());
if (!PAUSED()) meshRotation -= 1.25f*GetFrameTime();
OrbitSpace(&jugemu, GetFrameTime());
main.projection = (ORTHO_MODE())? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
main.fovy = (ORTHO_MODE())? nearPlaneHeightOrthographic : fovyPerspective;
Model *displayModel = &models[targetMesh];
BeginTextureMode(perspectiveCorrectRenderTexture);
ClearBackground(BLANK);
BeginMode3D(main);
DrawModelWiresEx(*displayModel, modelPos, yAxis, RAD2DEG*meshRotation, modelScale, MARINER);
EndMode3D();
EndTextureMode();
Vector3 *corners = ComputeFrustumCorners(&main, aspect, near, far);
Vector3 *nearPts = corners;
Vector3 *farPts = corners + 4;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
if (JUGEMU_MODE()) BeginMode3D(jugemu); else BeginMode3D(main);
Vector3 depth = Vector3Normalize(Vector3Subtract(main.target, main.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(depth, main.up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, depth));
DrawLine3D(main.position, Vector3Add(main.position, right), NEON_CARROT);
DrawLine3D(main.position, Vector3Add(main.position, up), NEON_CARROT);
DrawLine3D(main.position, Vector3Add(main.position, depth), MARINER);
DrawModelWiresEx(*displayModel, modelPos, yAxis, RAD2DEG*meshRotation, modelScale, MARINER);
if (JUGEMU_MODE())
{
// Draw Frustum wires
DrawLine3D(nearPts[0], nearPts[1], NEON_CARROT);
DrawLine3D(nearPts[1], nearPts[2], NEON_CARROT);
DrawLine3D(nearPts[2], nearPts[3], NEON_CARROT);
DrawLine3D(nearPts[3], nearPts[0], NEON_CARROT);
DrawLine3D(farPts[0], farPts[1], EGGPLANT);
DrawLine3D(farPts[1], farPts[2], EGGPLANT);
DrawLine3D(farPts[2], farPts[3], EGGPLANT);
DrawLine3D(farPts[3], farPts[0], EGGPLANT);
DrawLine3D(nearPts[0], farPts[0], HOPBUSH);
DrawLine3D(nearPts[1], farPts[1], HOPBUSH);
DrawLine3D(nearPts[2], farPts[2], HOPBUSH);
DrawLine3D(nearPts[3], farPts[3], HOPBUSH);
//Capture RenderTexture for near clip plane
rlSetTexture(perspectiveCorrectRenderTexture.texture.id);
rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(nearPts[0].x, nearPts[0].y, nearPts[0].z);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(nearPts[3].x, nearPts[3].y, nearPts[3].z);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(nearPts[2].x, nearPts[2].y, nearPts[2].z);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(nearPts[1].x, nearPts[1].y, nearPts[1].z);
rlEnd();
rlSetTexture(0);
}
EndMode3D();
DrawText("[1]: CUBE [2]: SPHERE [3]: KNOT", 12, 12, 20, NEON_CARROT);
DrawText("ARROWS: MOVE | SPACEBAR: PAUSE", 12, 38, 20, NEON_CARROT);
DrawText("W S : ZOOM ", 12, 64, 20, NEON_CARROT);
DrawText((targetMesh == 0)? "GEN_CUBE" : (targetMesh == 1)? "GEN_SPHERE" : "GEN_KNOT", 12, 205, 20, NEON_CARROT);
DrawText("LENS [ O ]:", 510, 366, 20, SUNFLOWER);
DrawText((ORTHO_MODE())? "ORTHOGRAPHIC" : "PERSPECTIVE", 630, 366, 20, (ORTHO_MODE())? BAHAMA_BLUE : ANAKIWA);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(models[0]);
UnloadModel(models[1]);
UnloadModel(models[2]);
if (perspectiveCorrectRenderTexture.id) UnloadRenderTexture(perspectiveCorrectRenderTexture);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
static Vector3 *ComputeFrustumCorners(const Camera3D *main, float aspect, float near, float far)
{
Vector3 depth = Vector3Normalize(Vector3Subtract(main->target, main->position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(depth, main->up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, depth));
float perspHalfHNear = near*tanf(DEG2RAD*fovyPerspective*0.5f);
float orthoHalfH = 0.5f*nearPlaneHeightOrthographic;
float halfHNear = Lerp(perspHalfHNear, orthoHalfH, OrthoBlendFactor(0.0f));
float halfWNear = halfHNear*aspect;
float perspHalfHFar = far*tanf(DEG2RAD*fovyPerspective*0.5f);
float halfHFar = Lerp(perspHalfHFar, orthoHalfH, OrthoBlendFactor(0.0f));
float halfWFar = halfHFar*aspect;
Vector3 centerNear = Vector3Add(main->position, Vector3Scale(depth, near));
Vector3 centerFar = Vector3Add(main->position, Vector3Scale(depth, far));
static Vector3 corners[8];
corners[0] = Vector3Add(centerNear, Vector3Add(Vector3Scale(up, halfHNear), Vector3Scale(right, -halfWNear)));
corners[1] = Vector3Add(centerNear, Vector3Add(Vector3Scale(up, halfHNear), Vector3Scale(right, halfWNear)));
corners[2] = Vector3Add(centerNear, Vector3Add(Vector3Scale(up, -halfHNear), Vector3Scale(right, halfWNear)));
corners[3] = Vector3Add(centerNear, Vector3Add(Vector3Scale(up, -halfHNear), Vector3Scale(right, -halfWNear)));
corners[4] = Vector3Add(centerFar, Vector3Add(Vector3Scale(up, halfHFar), Vector3Scale(right, -halfWFar)));
corners[5] = Vector3Add(centerFar, Vector3Add(Vector3Scale(up, halfHFar), Vector3Scale(right, halfWFar)));
corners[6] = Vector3Add(centerFar, Vector3Add(Vector3Scale(up, -halfHFar), Vector3Scale(right, halfWFar)));
corners[7] = Vector3Add(centerFar, Vector3Add(Vector3Scale(up, -halfHFar), Vector3Scale(right, -halfWFar)));
return corners;
}
static void OrbitSpace(Camera3D *jugemu, float dt)
{
float radius = Vector3Length(jugemu->position);
float azimuth = atan2f(jugemu->position.z, jugemu->position.x);
float horizontalRadius = sqrtf(jugemu->position.x*jugemu->position.x + jugemu->position.z*jugemu->position.z);
float elevation = atan2f(jugemu->position.y, horizontalRadius);
if (IsKeyDown(KEY_LEFT)) azimuth += 1.0f*dt;
if (IsKeyDown(KEY_RIGHT)) azimuth -= 1.0f*dt;
if (IsKeyDown(KEY_UP)) elevation += 1.0f*dt;
if (IsKeyDown(KEY_DOWN)) elevation -= 1.0f*dt;
if (IsKeyDown(KEY_W)) radius -= 1.0f*dt;
if (IsKeyDown(KEY_S)) radius += 1.0f*dt;
elevation = Clamp(elevation, -PI/2 + 0.1f, PI/2 - 0.1f);
jugemu->position.x = Clamp(radius, 0.25f, 10.0f)*cosf(elevation)*cosf(azimuth);
jugemu->position.y = Clamp(radius, 0.25f, 10.0f)*sinf(elevation);
jugemu->position.z = Clamp(radius, 0.25f, 10.0f)*cosf(elevation)*sinf(azimuth);
}
static float OrthoBlendFactor(float dt)
{
static float blend = 0.0f;
if (dt > 0.0f) blend = Clamp(blend + ((ORTHO_MODE())? 1.0f : -1.0f)*5.0f*dt, 0.0f, 1.0f);
return blend;
}

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@ -1,407 +0,0 @@
/*******************************************************************************************
*
* raylib [core] example - Camera View
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 6.0? (target)
*
* Example contributed by IANN (@meisei4) and reviewed by Ramon Santamaria (@raysan5) and community
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 @meisei4
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
static const char *vert =
"#version 330\n"
"in vec3 vertexPosition;\n"
"in vec2 vertexTexCoord;\n"
"in vec3 vertexNormal;\n"
"in vec4 vertexColor;\n"
"uniform mat4 mvp;\n"
"out vec2 fragTexCoord;\n"
"out vec4 fragColor;\n"
"uniform int useVertexColors;\n"
"void main()\n"
"{\n"
" if (useVertexColors == 1) {\n"
" fragColor = vertexColor;\n"
" } else {\n"
" fragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
" }\n"
" fragTexCoord = vertexTexCoord;\n"
" gl_Position = mvp * vec4(vertexPosition, 1.0);\n"
"}\n";
static const char *frag =
"#version 330\n"
"in vec2 fragTexCoord;\n"
"in vec4 fragColor;\n"
"uniform sampler2D texture0;\n"
"uniform vec4 colDiffuse;\n"
"out vec4 finalColor;\n"
"void main()\n"
"{\n"
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
" vec4 outColor = texelColor*fragColor*colDiffuse;\n"
" if (outColor.a <= 0.0) discard; \n"
" finalColor = outColor;\n"
"}\n";
static Shader customShader = { 0 };
static int useVertexColorsLoc = -1;
#define BAHAMA_BLUE CLITERAL(Color){ 0, 102, 153, 255 }
#define SUNFLOWER CLITERAL(Color){ 255, 204, 153, 255 }
#define ANAKIWA CLITERAL(Color){ 153, 204, 255, 255 }
#define MARINER CLITERAL(Color){ 51, 102, 204, 255 }
#define NEON_CARROT CLITERAL(Color){ 255, 153, 51, 255 }
#define EGGPLANT CLITERAL(Color){ 102, 68, 102, 255 }
#define HOPBUSH CLITERAL(Color){ 204, 102, 153, 255 }
#define LILAC CLITERAL(Color){ 204, 153, 204, 255 }
#define RED_DAMASK CLITERAL(Color){ 221, 102, 68, 255 }
#define CHESTNUT_ROSE CLITERAL(Color){ 204, 102, 102, 255 }
typedef unsigned short Triangle[3];
enum Flags
{
FLAG_ASPECT = 1u<<0,
FLAG_PAUSE = 1u<<1,
FLAG_JUGEMU = 1u<<2,
FLAG_ORTHO = 1u<<3,
GEN_CUBE = 1u<<4,
GEN_SPHERE = 1u<<5,
GEN_KNOT = 1u<<6
};
static unsigned int gflags = FLAG_ASPECT | FLAG_JUGEMU | GEN_CUBE;
#define ASPECT_CORRECT() ((gflags & FLAG_ASPECT) != 0)
#define PAUSED() ((gflags & FLAG_PAUSE) != 0)
#define JUGEMU_MODE() ((gflags & FLAG_JUGEMU) != 0)
#define ORTHO_MODE() ((gflags & FLAG_ORTHO) != 0)
#define TOGGLE(K, F) do { if (IsKeyPressed(K)) { gflags ^= (F); } } while (0)
static unsigned int targetMesh = 0;
#define NUM_MODELS 3
#define CYCLE_MESH(K, I, F) do { if (IsKeyPressed(K)) { targetMesh = (I); gflags = (gflags & ~(GEN_CUBE|GEN_SPHERE|GEN_KNOT)) | (F); } } while (0)
static int fontSize = 20;
static float angularVelocity = 1.25f;
static float fovyPerspective = 60.0f;
static float nearPlaneHeightOrthographic = 1.0f;
static float blendScalar = 5.0f;
static Vector3 yAxis = { 0.0f, 1.0f, 0.0f };
static Vector3 modelPos = { 0.0f, 0.0f, 0.0f };
static Vector3 modelScale = { 1.0f, 1.0f, 1.0f };
static Vector3 mainPos = { 0.0f, 0.0f, 2.0f };
static Vector3 jugemuPosIso = { 3.0f, 1.0f, 3.0f };
static void UpdateSpatialFrame(Camera3D *main, float aspect, float near, float far, Mesh *spatialFrame);
static void DrawSpatialFrame(Mesh *spatialFrame);
static void PerspectiveCorrectCapture(Camera3D *main, Model *model, RenderTexture2D *perspectiveCorrectRenderTexture, float rotation);
static void FillVertexColors(Mesh *mesh);
static void OrbitSpace(Camera3D *jugemu, float dt);
static Vector3 TranslateRotateScale(Vector3 coordinate, Vector3 pos, Vector3 scale, float rotation);
static Vector3 Intersect(Camera3D *main, float near, Vector3 worldCoord);
static float OrthoBlendFactor(float dt);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - fixed function didactic");
customShader = LoadShaderFromMemory(vert, frag);
useVertexColorsLoc = GetShaderLocation(customShader, "useVertexColors");
RenderTexture2D perspectiveCorrectRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
float near = 1.0f;
float far = 3.0f;
float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
nearPlaneHeightOrthographic = 2.0f*near*tanf(DEG2RAD*fovyPerspective*0.5f);
float meshRotation = 0.0f;
Camera3D main = { 0 };
main.position = mainPos;
main.target = modelPos;
main.up = yAxis;
main.projection = (ORTHO_MODE())? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
main.fovy = (ORTHO_MODE())? nearPlaneHeightOrthographic: fovyPerspective;
Camera3D jugemu = (Camera3D){ 0 };
jugemu.position = jugemuPosIso;
jugemu.target = modelPos;
jugemu.up = yAxis;
jugemu.fovy = fovyPerspective;
jugemu.projection = CAMERA_PERSPECTIVE;
Model models[NUM_MODELS] = { 0 };
models[0] = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
models[1] = LoadModelFromMesh(GenMeshSphere(0.5f, 8, 8));
models[2] = LoadModelFromMesh(GenMeshKnot(1.0f, 1.0f, 16, 128));
for (int i = 0; i < NUM_MODELS; i++)
{
Mesh *mesh = &models[i].meshes[0];
mesh->vaoId = 0;
if (!mesh->indices)
{
mesh->indices = RL_CALLOC(mesh->vertexCount, sizeof(unsigned short));
for (int j = 0; j < mesh->vertexCount; j++) mesh->indices[j] = (unsigned short)j;
mesh->triangleCount = mesh->vertexCount/3;
}
FillVertexColors(mesh);
UploadMesh(mesh, true);
}
Mesh tempCube = GenMeshCube(1.0f, 1.0f, 1.0f);
Mesh spatialFrame = { 0 };
spatialFrame.vertexCount = tempCube.vertexCount;
spatialFrame.triangleCount = tempCube.triangleCount;
spatialFrame.vertices = RL_MALLOC(spatialFrame.vertexCount * 3 * sizeof(float));
spatialFrame.normals = RL_MALLOC(spatialFrame.vertexCount * 3 * sizeof(float));
spatialFrame.texcoords = RL_MALLOC(spatialFrame.vertexCount * 2 * sizeof(float));
spatialFrame.indices = RL_MALLOC(spatialFrame.triangleCount * 3 * sizeof(unsigned short));
spatialFrame.colors = RL_CALLOC(spatialFrame.vertexCount, sizeof(Color));
memcpy(spatialFrame.vertices, tempCube.vertices, spatialFrame.vertexCount * 3 * sizeof(float));
memcpy(spatialFrame.normals, tempCube.normals, spatialFrame.vertexCount * 3 * sizeof(float));
memcpy(spatialFrame.texcoords, tempCube.texcoords, spatialFrame.vertexCount * 2 * sizeof(float));
memcpy(spatialFrame.indices, tempCube.indices, spatialFrame.triangleCount * 3 * sizeof(unsigned short));
for (int i = 0; i < spatialFrame.vertexCount; i++) ((Color *)spatialFrame.colors)[i] = (Color){ 255, 255, 255, 0 };
for (int i = 0; i < 4; i++) ((Color *)spatialFrame.colors)[i].a = 255;
UnloadMesh(tempCube);
UploadMesh(&spatialFrame, true);
Model spatialFrameModel = LoadModelFromMesh(spatialFrame);
spatialFrameModel.materials[0].shader = customShader;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
TOGGLE(KEY_Q, FLAG_ASPECT);
TOGGLE(KEY_SPACE, FLAG_PAUSE);
TOGGLE(KEY_J, FLAG_JUGEMU);
TOGGLE(KEY_O, FLAG_ORTHO);
CYCLE_MESH(KEY_ONE, 0, GEN_CUBE);
CYCLE_MESH(KEY_TWO, 1, GEN_SPHERE);
CYCLE_MESH(KEY_THREE, 2, GEN_KNOT);
OrthoBlendFactor(GetFrameTime());
if (!PAUSED()) meshRotation -= angularVelocity*GetFrameTime();
OrbitSpace(&jugemu, GetFrameTime());
main.projection = (ORTHO_MODE())? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
main.fovy = (ORTHO_MODE())? nearPlaneHeightOrthographic : fovyPerspective;
Model *displayModel = &models[targetMesh];
PerspectiveCorrectCapture(&main, displayModel, &perspectiveCorrectRenderTexture, meshRotation);
UpdateSpatialFrame(&main, aspect, near, far, &spatialFrame);
UpdateMeshBuffer(spatialFrameModel.meshes[0], RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, spatialFrame.vertices, spatialFrame.vertexCount*sizeof(Vector3), 0);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
if (JUGEMU_MODE()) BeginMode3D(jugemu); else BeginMode3D(main);
Vector3 depth = Vector3Normalize(Vector3Subtract(main.target, main.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(depth, main.up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, depth));
DrawLine3D(main.position, Vector3Add(main.position, right), NEON_CARROT);
DrawLine3D(main.position, Vector3Add(main.position, up), LILAC);
DrawLine3D(main.position, Vector3Add(main.position, depth), MARINER);
if (JUGEMU_MODE()) DrawSpatialFrame(&spatialFrame);
DrawModelEx(*displayModel, modelPos, yAxis, RAD2DEG*meshRotation, modelScale, WHITE);
unsigned int cacheID = displayModel->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id;
displayModel->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = rlGetTextureIdDefault();
DrawModelWiresEx(*displayModel, modelPos, yAxis, RAD2DEG*meshRotation, modelScale, MARINER);
rlSetPointSize(4.0f);
DrawModelPointsEx(*displayModel, modelPos, yAxis, RAD2DEG*meshRotation, modelScale, LILAC);
displayModel->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = cacheID;
if (JUGEMU_MODE())
{
Vector3 *vertices = (Vector3 *)displayModel->meshes[0].vertices;
Triangle *triangles = (Triangle *)displayModel->meshes[0].indices;
for (int i = 0; i < displayModel->meshes[0].triangleCount; i++)
{
Vector3 a = TranslateRotateScale(vertices[triangles[i][0]], modelPos, modelScale, meshRotation);
Vector3 b = TranslateRotateScale(vertices[triangles[i][1]], modelPos, modelScale, meshRotation);
Vector3 c = TranslateRotateScale(vertices[triangles[i][2]], modelPos, modelScale, meshRotation);
if (Vector3DotProduct(Vector3Normalize(Vector3CrossProduct(Vector3Subtract(b, a), Vector3Subtract(c, a))), depth) > 0.0f) continue;
DrawLine3D(a, Intersect(&main, near, a), (Color){ RED_DAMASK.r, RED_DAMASK.g, RED_DAMASK.b, 20 });
DrawLine3D(b, Intersect(&main, near, b), (Color){ RED_DAMASK.r, RED_DAMASK.g, RED_DAMASK.b, 20 });
DrawLine3D(c, Intersect(&main, near, c), (Color){ RED_DAMASK.r, RED_DAMASK.g, RED_DAMASK.b, 20 });
}
}
spatialFrameModel.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = perspectiveCorrectRenderTexture.texture;
//NOTE: there is still the alpha threshold issue without custom frag shader...
int useColors = 1;
SetShaderValue(spatialFrameModel.materials[0].shader, useVertexColorsLoc, &useColors, SHADER_UNIFORM_INT);
if (JUGEMU_MODE()) DrawModel(spatialFrameModel, modelPos, 1.0f, WHITE);
EndMode3D();
DrawText("[1]: CUBE [2]: SPHERE [3]: KNOT", 12, 12, fontSize, NEON_CARROT);
DrawText("ARROWS: MOVE | SPACEBAR: PAUSE", 12, 38, fontSize, NEON_CARROT);
DrawText("W S : ZOOM ", 12, 64, fontSize, NEON_CARROT);
DrawText((targetMesh == 0)? "GEN_CUBE" : (targetMesh == 1)? "GEN_SPHERE" : "GEN_KNOT", 12, 205, fontSize, NEON_CARROT);
DrawText("ASPECT [ Q ]:", 12, 392, fontSize, SUNFLOWER);
DrawText((ASPECT_CORRECT())? "CORRECT" : "INCORRECT", 230, 392, fontSize, (ASPECT_CORRECT())? ANAKIWA : CHESTNUT_ROSE);
DrawText("LENS [ O ]:", 510, 366, fontSize, SUNFLOWER);
DrawText((ORTHO_MODE())? "ORTHOGRAPHIC" : "PERSPECTIVE", 630, 366, fontSize, (ORTHO_MODE())? BAHAMA_BLUE : ANAKIWA);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(models[0]);
UnloadModel(models[1]);
UnloadModel(models[2]);
UnloadModel(spatialFrameModel);
if (perspectiveCorrectRenderTexture.id) UnloadRenderTexture(perspectiveCorrectRenderTexture);
UnloadShader(customShader);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
static void UpdateSpatialFrame(Camera3D *main, float aspect, float near, float far, Mesh *spatialFrame)
{
Vector3 depth = Vector3Normalize(Vector3Subtract(main->target, main->position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(depth, main->up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, depth));
float halfHNear = Lerp(near*tanf(DEG2RAD*fovyPerspective*0.5f), 0.5f*nearPlaneHeightOrthographic, OrthoBlendFactor(0.0f));
float halfWNear = halfHNear*aspect;
float halfHFar = Lerp(far*tanf(DEG2RAD*fovyPerspective*0.5f), 0.5f*nearPlaneHeightOrthographic, OrthoBlendFactor(0.0f));
float halfWFar = halfHFar*aspect;
float halfDepth = 0.5f*(far - near);
Vector3 centerNear = Vector3Add(main->position, Vector3Scale(depth, near));
for (int i = 0; i < spatialFrame->vertexCount; ++i)
{
Vector3 offset = Vector3Subtract(((Vector3 *)spatialFrame->vertices)[i], centerNear);
float xSign = (Vector3DotProduct(offset, right) >= 0.0f)? 1.0f : -1.0f;
float ySign = (Vector3DotProduct(offset, up) >= 0.0f)? 1.0f : -1.0f;
float farMask = (Vector3DotProduct(offset, depth) > halfDepth)? 1.0f : 0.0f;
float finalHalfW = halfWNear + farMask*(halfWFar - halfWNear);
float finalHalfH = halfHNear + farMask*(halfHFar - halfHNear);
Vector3 center = Vector3Add(centerNear, Vector3Scale(depth, farMask*2.0f*halfDepth));
((Vector3 *)spatialFrame->vertices)[i] = Vector3Add(center, Vector3Add(Vector3Scale(right, xSign*finalHalfW), Vector3Scale(up, ySign*finalHalfH)));
}
}
static void DrawSpatialFrame(Mesh *spatialFrame)
{
static int frontFaces[4][2] = { { 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 } };
static int backFaces[4][2] = { { 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 } };
static int ribFaces[4][2] = { { 0, 4 }, { 1, 7 }, { 2, 6 }, { 3, 5 } };
static int (*faces[3])[2] = { frontFaces, backFaces, ribFaces };
for (int i = 0; i < 3; i++)
for (int j = 0; j < 4; j++)
{
Vector3 startPosition = ((Vector3 *)spatialFrame->vertices)[faces[i][j][0]];
Vector3 endPosition = ((Vector3 *)spatialFrame->vertices)[faces[i][j][1]];
DrawLine3D(startPosition, endPosition, (i == 0)? NEON_CARROT : (i == 1)? EGGPLANT : HOPBUSH);
}
}
static void PerspectiveCorrectCapture(Camera3D *main, Model *model, RenderTexture2D *perspectiveCorrectRenderTexture, float rotation)
{
BeginTextureMode(*perspectiveCorrectRenderTexture);
ClearBackground(BLANK);
BeginMode3D(*main);
DrawModelEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, WHITE);
DrawModelWiresEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, MARINER);
EndMode3D();
EndTextureMode();
}
static void OrbitSpace(Camera3D *jugemu, float dt)
{
float radius = Vector3Length(jugemu->position);
float azimuth = atan2f(jugemu->position.z, jugemu->position.x);
float horizontalRadius = sqrtf(jugemu->position.x*jugemu->position.x + jugemu->position.z*jugemu->position.z);
float elevation = atan2f(jugemu->position.y, horizontalRadius);
if (IsKeyDown(KEY_LEFT)) azimuth += 1.0f*dt;
if (IsKeyDown(KEY_RIGHT)) azimuth -= 1.0f*dt;
if (IsKeyDown(KEY_UP)) elevation += 1.0f*dt;
if (IsKeyDown(KEY_DOWN)) elevation -= 1.0f*dt;
if (IsKeyDown(KEY_W)) radius -= 1.0f*dt;
if (IsKeyDown(KEY_S)) radius += 1.0f*dt;
elevation = Clamp(elevation, -PI/2 + 0.1f, PI/2 - 0.1f);
jugemu->position.x = Clamp(radius, 0.25f, 10.0f)*cosf(elevation)*cosf(azimuth);
jugemu->position.y = Clamp(radius, 0.25f, 10.0f)*sinf(elevation);
jugemu->position.z = Clamp(radius, 0.25f, 10.0f)*cosf(elevation)*sinf(azimuth);
}
static void FillVertexColors(Mesh *mesh)
{
if (!mesh->colors) mesh->colors = RL_CALLOC(mesh->vertexCount, sizeof(Color));
Color *colors = (Color *)mesh->colors;
Vector3 *vertices = (Vector3 *)mesh->vertices;
BoundingBox bounds = GetMeshBoundingBox(*mesh);
for (int i = 0; i < mesh->vertexCount; ++i)
{
Vector3 vertex = vertices[i];
float nx = (vertex.x - 0.5f*(bounds.min.x + bounds.max.x))/(0.5f*(bounds.max.x - bounds.min.x));
float ny = (vertex.y - 0.5f*(bounds.min.y + bounds.max.y))/(0.5f*(bounds.max.y - bounds.min.y));
float nz = (vertex.z - 0.5f*(bounds.min.z + bounds.max.z))/(0.5f*(bounds.max.z - bounds.min.z));
float len = sqrtf(nx*nx + ny*ny + nz*nz);
colors[i] = (Color){ lrintf(127.5f*(nx/len + 1.0f)), lrintf(127.5f*(ny/len + 1.0f)), lrintf(127.5f*(nz/len + 1.0f)), 255 };
}
}
static Vector3 TranslateRotateScale(Vector3 coordinate, Vector3 pos, Vector3 scale, float rotation)
{
return Vector3Transform(coordinate, MatrixMultiply(MatrixMultiply(MatrixScale(scale.x, scale.y, scale.z), MatrixRotateY(rotation)), MatrixTranslate(pos.x, pos.y, pos.z)));
}
static Vector3 Intersect(Camera3D *main, float near, Vector3 worldCoord)
{
Vector3 viewDir = Vector3Normalize(Vector3Subtract(main->target, main->position));
Vector3 mainCameraToPoint = Vector3Subtract(worldCoord, main->position);
float depthAlongView = Vector3DotProduct(mainCameraToPoint, viewDir);
Vector3 centerNearPlane = Vector3Add(main->position, Vector3Scale(viewDir, near));
if (depthAlongView <= 0.0f) return centerNearPlane;
float scaleToNear = near/depthAlongView;
Vector3 resultPerspective = Vector3Add(main->position, Vector3Scale(mainCameraToPoint, scaleToNear));
Vector3 resultOrtho = Vector3Add(worldCoord, Vector3Scale(viewDir, Vector3DotProduct(Vector3Subtract(centerNearPlane, worldCoord), viewDir)));
return Vector3Lerp(resultPerspective, resultOrtho, OrthoBlendFactor(0.0f));
}
static float OrthoBlendFactor(float dt)
{
static float blend = 0.0f;
if (dt > 0.0f) blend = Clamp(blend + ((ORTHO_MODE())? 1.0f : -1.0f)*blendScalar*dt, 0.0f, 1.0f);
return blend;
}

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/*******************************************************************************************
*
* raylib [core] example - Fixed-function didactic
*
* RESOURCES:
* - https://en.wikipedia.org/wiki/Fixed-function_(computer_graphics)
* - https://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness
* - Etay Meiri (OGLDEV) Perspective Projection Tutorial: https://www.youtube.com/watch?v=LhQ85bPCAJ8
* - Keenan Crane Computer Graphics (CMU 15-462/662): https://www.youtube.com/watch?v=_4Q4O2Kgdo4
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 6.0? (target)
*
* Example contributed by IANN (@meisei4) and reviewed by Ramon Santamaria (@raysan5) and community
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 @meisei4
*
********************************************************************************************/
// TODO list:
// 1. finish proper clipping toggle with some sort of visibility mask to geometry outside clip volume (also enable moving mesh out of clip planes more clear/allow moving the main camera's target away from the meshes)
// 2. improve didactic annotations (ideally with spatial labeling rather than simple flat screen overlay)
// 3. improve code didactic, code should read in order of fixed function staging... difficult but long term goal...
// 4. add scripted toggling/navigation of ordered fixed function staging visualization (a "play button"-like thing)
// 5. add some sort of ghosting effect between fixed function stages, to emphasize previous stages perhaps)
// 6. general improvements to toggling and space navigation
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#if defined(GRAPHICS_API_OPENGL_33)
static const char *vert =
"#version 330\n"
"in vec3 vertexPosition;\n"
"in vec2 vertexTexCoord;\n"
"in vec3 vertexNormal;\n"
"in vec4 vertexColor;\n"
"uniform mat4 mvp;\n"
"out vec2 fragTexCoord;\n"
"out vec4 fragColor;\n"
"uniform int useVertexColors;\n"
"uniform int flipTexcoordY;\n"
"void main()\n"
"{\n"
" if (useVertexColors == 1) {\n"
" fragColor = vertexColor;\n"
" } else {\n"
" fragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
" }\n"
" fragTexCoord = vec2(vertexTexCoord.x, (flipTexcoordY == 1)? (1.0 - vertexTexCoord.y) : vertexTexCoord.y);\n"
" gl_Position = mvp * vec4(vertexPosition, 1.0);\n"
"}\n";
static const char *frag =
"#version 330\n"
"in vec2 fragTexCoord;\n"
"in vec4 fragColor;\n"
"uniform sampler2D texture0;\n"
"uniform vec4 colDiffuse;\n"
"out vec4 finalColor;\n"
"void main()\n"
"{\n"
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
" vec4 outColor = texelColor*fragColor*colDiffuse;\n"
" if (outColor.a <= 0.0) discard; \n"
" finalColor = outColor;\n"
"}\n";
static Shader customShader = { 0 };
static int useVertexColorsLoc = -1;
static int flipTexcoordYLoc = -1;
#endif
#define BAHAMA_BLUE CLITERAL(Color){ 0, 102, 153, 255 }
#define SUNFLOWER CLITERAL(Color){ 255, 204, 153, 255 }
#define PALE_CANARY CLITERAL(Color){ 255, 255, 153, 255 }
#define ANAKIWA CLITERAL(Color){ 153, 204, 255, 255 }
#define MARINER CLITERAL(Color){ 51, 102, 204, 255 }
#define NEON_CARROT CLITERAL(Color){ 255, 153, 51, 255 }
#define EGGPLANT CLITERAL(Color){ 102, 68, 102, 255 }
#define HOPBUSH CLITERAL(Color){ 204, 102, 153, 255 }
#define LILAC CLITERAL(Color){ 204, 153, 204, 255 }
#define RED_DAMASK CLITERAL(Color){ 221, 102, 68, 255 }
#define CHESTNUT_ROSE CLITERAL(Color){ 204, 102, 102, 255 }
typedef unsigned short Triangle[3];
enum Flags
{
FLAG_NDC = 1u<<0,
FLAG_REFLECT_Y = 1u<<1, FLAG_ASPECT = 1u<<2,
FLAG_PERSPECTIVE_CORRECT = 1u<<3,
FLAG_PAUSE = 1u<<4,
FLAG_COLOR_MODE = 1u<<5, FLAG_TEXTURE_MODE = 1u<<6,
FLAG_JUGEMU = 1u<<7,
FLAG_ORTHO = 1u<<8,
FLAG_CLIP = 1u<<9,
GEN_CUBE = 1u<<10, LOAD_CUBE = 1u<<11,
GEN_SPHERE = 1u<<12, LOAD_SPHERE = 1u<<13,
GEN_KNOT = 1u<<14
};
static unsigned int gflags = FLAG_ASPECT | FLAG_COLOR_MODE | FLAG_JUGEMU | GEN_CUBE;
#define NDC_SPACE() ((gflags & FLAG_NDC) != 0)
#define REFLECT_Y() ((gflags & FLAG_REFLECT_Y) != 0)
#define ASPECT_CORRECT() ((gflags & FLAG_ASPECT) != 0)
#define PERSPECTIVE_CORRECT() ((gflags & FLAG_PERSPECTIVE_CORRECT) != 0)
#define PAUSED() ((gflags & FLAG_PAUSE) != 0)
#define COLOR_MODE() ((gflags & FLAG_COLOR_MODE) != 0)
#define TEXTURE_MODE() ((gflags & FLAG_TEXTURE_MODE) != 0)
#define JUGEMU_MODE() ((gflags & FLAG_JUGEMU) != 0)
#define ORTHO_MODE() ((gflags & FLAG_ORTHO) != 0)
#define CLIP_MODE() ((gflags & FLAG_CLIP) != 0)
#define TOGGLE(K, F) do { if (IsKeyPressed(K)) { gflags ^= (F); } } while (0)
static unsigned int targetMesh = 0;
#define NUM_MODELS 5
#define TARGET_GEN_CUBE() ((gflags & GEN_CUBE) != 0)
#define TARGET_LOAD_CUBE() ((gflags & LOAD_CUBE) != 0)
#define TARGET_GEN_SPHERE() ((gflags & GEN_SPHERE) != 0)
#define TARGET_LOAD_SPHERE() ((gflags & LOAD_SPHERE) != 0)
#define TARGET_GEN_KNOT() ((gflags & GEN_KNOT) != 0)
#define CYCLE_MESH(K, I, F) do { if (IsKeyPressed(K)) { targetMesh = (I); gflags = (gflags & ~(GEN_CUBE|LOAD_CUBE|GEN_SPHERE|LOAD_SPHERE|GEN_KNOT)) | (F); } } while (0)
static int fontSize = 20;
static float angularVelocity = 1.25f;
static float fovyPerspective = 60.0f;
static float nearPlaneHeightOrthographic = 1.0f;
static float blendScalar = 5.0f;
static Vector3 yAxis = { 0.0f, 1.0f, 0.0f };
static Vector3 modelPos = { 0.0f, 0.0f, 0.0f };
static Vector3 modelScale = { 1.0f, 1.0f, 1.0f };
static Vector3 mainPos = { 0.0f, 0.0f, 2.0f };
static Vector3 jugemuPos = { 3.0f, 1.0f, 3.0f };
static void BasisVector(Camera3D *main, Vector3 *depthOut, Vector3 *rightOut, Vector3 *upOut);
static void WorldToNDCSpace(Camera3D *main, float aspect, float near, float far, Model *world, Model *ndc, float rotation);
static void DrawModelFilled(Model *model, Texture2D texture, float rotation);
static void DrawModelWiresAndPoints(Model *model, float rotation);
static void DrawNearPlanePoints(Camera3D *main, float aspect, float near, Model *nearPlanePointsModel, Model *displayModel, float rotation);
static void UpdateSpatialFrame(Camera3D *main, float aspect, float near, float far, Mesh *spatialFrame);
static void DrawSpatialFrame(Mesh *spatialFrame);
static void PerspectiveIncorrectCapture(Camera3D *main, float aspect, float near, Model *displayModel, Texture2D meshTexture, float rotation);
#if defined(GRAPHICS_API_OPENGL_33)
static void PerspectiveCorrectCapture(Camera3D *main, Model *model, Texture2D meshTexture, RenderTexture2D *perspectiveCorrectRenderTexture, float rotation);
#else
static void PerspectiveCorrectCapture(Camera3D *main, Model *model, Texture2D meshTexture, Texture2D *perspectiveCorrectTexture, float rotation);
#endif
static void AlphaMaskPunchOut(Image *rgba, Image *mask, unsigned char threshold);
static void FillPlanarTexCoords(Mesh *mesh);
static void FillVertexColors(Mesh *mesh);
static void OrbitSpace(Camera3D *jugemu, float dt);
static Vector3 AspectCorrectAndReflectNearPlane(Vector3 intersect, Vector3 center, Vector3 right, Vector3 up, float xAspect, float yReflect);
static Vector3 TranslateRotateScale(int inverse, Vector3 coordinate, Vector3 pos, Vector3 scale, float rotation);
static Vector3 Intersect(Camera3D *main, float near, Vector3 worldCoord);
static float SpaceBlendFactor(float dt);
static float AspectBlendFactor(float dt);
static float ReflectBlendFactor(float dt);
static float OrthoBlendFactor(float dt);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - fixed function didactic");
#if defined(GRAPHICS_API_OPENGL_33)
customShader = LoadShaderFromMemory(vert, frag);
useVertexColorsLoc = GetShaderLocation(customShader, "useVertexColors");
flipTexcoordYLoc = GetShaderLocation(customShader, "flipTexcoordY");
RenderTexture2D perspectiveCorrectRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
#else
Texture2D perspectiveCorrectTexture = (Texture2D){ 0 };
#endif
float near = 1.0f;
float far = 3.0f;
float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
nearPlaneHeightOrthographic = 2.0f*near*tanf(DEG2RAD*fovyPerspective*0.5f);
float meshRotation = 0.0f;
Camera3D main = { 0 };
main.position = mainPos;
main.target = modelPos;
main.up = yAxis;
main.projection = (ORTHO_MODE())? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
main.fovy = (ORTHO_MODE())? nearPlaneHeightOrthographic: fovyPerspective;
Camera3D jugemu = (Camera3D){ 0 };
jugemu.position = jugemuPos;
jugemu.target = modelPos;
jugemu.up = yAxis;
jugemu.fovy = fovyPerspective;
jugemu.projection = CAMERA_PERSPECTIVE;
Model worldModels[NUM_MODELS] = { 0 };
Model ndcModels[NUM_MODELS] = { 0 };
Model nearPlanePointsModels[NUM_MODELS] = { 0 };
Texture2D meshTextures[NUM_MODELS] = { 0 };
int textureConfig[NUM_MODELS] = { 4, 4, 16, 16, 32 };
for (int i = 0; i < NUM_MODELS; i++)
{
if (i == 0) worldModels[0] = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
if (i == 1) worldModels[1] = LoadModel("resources/models/unit_cube.obj");
if (i == 2) worldModels[2] = LoadModelFromMesh(GenMeshSphere(0.5f, 8, 8));
if (i == 3) worldModels[3] = LoadModel("resources/models/unit_sphere.obj");
if (i == 4) worldModels[4] = LoadModelFromMesh(GenMeshKnot(1.0f, 1.0f, 16, 128));
Mesh *worldMesh = &worldModels[i].meshes[0];
if (!worldMesh->indices)
{
worldMesh->indices = RL_CALLOC(worldMesh->vertexCount, sizeof(unsigned short));
for (int j = 0; j < worldMesh->vertexCount; j++) worldMesh->indices[j] = (unsigned short)j;
worldMesh->triangleCount = worldMesh->vertexCount/3;
}
FillPlanarTexCoords(worldMesh);
FillVertexColors(worldMesh);
Image textureImage = GenImageChecked(textureConfig[i], textureConfig[i], 1, 1, BLACK, WHITE);
meshTextures[i] = LoadTextureFromImage(textureImage);
UnloadImage(textureImage);
worldModels[i].materials[0].maps[MATERIAL_MAP_ALBEDO].texture = meshTextures[i];
Mesh ndcMesh = (Mesh){ 0 };
ndcMesh.vertexCount = worldMesh->vertexCount;
ndcMesh.triangleCount = worldMesh->triangleCount;
ndcMesh.vertices = RL_CALLOC(ndcMesh.vertexCount, sizeof(Vector3));
ndcMesh.indices = RL_CALLOC(ndcMesh.triangleCount, sizeof(Triangle));
memcpy(ndcMesh.indices, worldMesh->indices, ndcMesh.triangleCount*sizeof(Triangle));
//NOTE: test things by toggling through the LOADED MESHES VS GEN MESHES when removing planar texcoord fill above
if (worldMesh->texcoords) ndcMesh.texcoords = RL_CALLOC(ndcMesh.vertexCount, sizeof(Vector2));
if (worldMesh->texcoords) memcpy(ndcMesh.texcoords, worldMesh->texcoords, ndcMesh.vertexCount*sizeof(Vector2));
if (worldMesh->colors) ndcMesh.colors = RL_CALLOC(ndcMesh.vertexCount, sizeof(Color));
if (worldMesh->colors) memcpy(ndcMesh.colors, worldMesh->colors, ndcMesh.vertexCount*sizeof(Color));
UploadMesh(&ndcMesh, true); //this allows for UpdateMeshBuffer later on, but its rought just to work around genmesh upload being static
ndcModels[i] = LoadModelFromMesh(ndcMesh);
ndcModels[i].materials[0].maps[MATERIAL_MAP_ALBEDO].texture = meshTextures[i];
#if defined(GRAPHICS_API_OPENGL_33)
worldModels[i].materials[0].shader = customShader;
ndcModels[i].materials[0].shader = customShader;
#endif
Mesh nearPlanePoints = (Mesh){ 0 };
nearPlanePoints.vertexCount = worldMesh->triangleCount*3;
nearPlanePoints.vertices = RL_CALLOC(nearPlanePoints.vertexCount, sizeof(Vector3));
UploadMesh(&nearPlanePoints, true);
nearPlanePointsModels[i] = LoadModelFromMesh(nearPlanePoints);
}
Mesh tempCube = GenMeshCube(1.0f, 1.0f, 1.0f);
Mesh spatialFrame = { 0 };
spatialFrame.vertexCount = tempCube.vertexCount;
spatialFrame.triangleCount = tempCube.triangleCount;
spatialFrame.vertices = RL_MALLOC(spatialFrame.vertexCount * 3 * sizeof(float));
spatialFrame.normals = RL_MALLOC(spatialFrame.vertexCount * 3 * sizeof(float));
spatialFrame.texcoords = RL_MALLOC(spatialFrame.vertexCount * 2 * sizeof(float));
spatialFrame.indices = RL_MALLOC(spatialFrame.triangleCount * 3 * sizeof(unsigned short));
spatialFrame.colors = RL_CALLOC(spatialFrame.vertexCount, sizeof(Color));
memcpy(spatialFrame.vertices, tempCube.vertices, spatialFrame.vertexCount * 3 * sizeof(float));
memcpy(spatialFrame.normals, tempCube.normals, spatialFrame.vertexCount * 3 * sizeof(float));
memcpy(spatialFrame.texcoords, tempCube.texcoords, spatialFrame.vertexCount * 2 * sizeof(float));
memcpy(spatialFrame.indices, tempCube.indices, spatialFrame.triangleCount * 3 * sizeof(unsigned short));
for (int i = 0; i < spatialFrame.vertexCount; i++) ((Color *)spatialFrame.colors)[i] = (Color){ 255, 255, 255, 0 };
for (int i = 0; i < 4; i++) ((Color *)spatialFrame.colors)[i].a = 255;
UnloadMesh(tempCube); //NOTE: to clean up static mesh -- better would be to allow for gen mesh to have option for dynamic or static
UploadMesh(&spatialFrame, true);
Model spatialFrameModel = LoadModelFromMesh(spatialFrame);
#if defined(GRAPHICS_API_OPENGL_33)
spatialFrameModel.materials[0].shader = customShader;
#endif
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
TOGGLE(KEY_N, FLAG_NDC);
if (NDC_SPACE()) TOGGLE(KEY_F, FLAG_REFLECT_Y);
TOGGLE(KEY_Q, FLAG_ASPECT);
TOGGLE(KEY_P, FLAG_PERSPECTIVE_CORRECT);
TOGGLE(KEY_SPACE, FLAG_PAUSE);
TOGGLE(KEY_C, FLAG_COLOR_MODE);
TOGGLE(KEY_T, FLAG_TEXTURE_MODE);
TOGGLE(KEY_J, FLAG_JUGEMU);
TOGGLE(KEY_O, FLAG_ORTHO);
TOGGLE(KEY_X, FLAG_CLIP);
CYCLE_MESH(KEY_ONE, 0, GEN_CUBE);
CYCLE_MESH(KEY_TWO, 1, LOAD_CUBE);
CYCLE_MESH(KEY_THREE, 2, GEN_SPHERE);
CYCLE_MESH(KEY_FOUR, 3, LOAD_SPHERE);
CYCLE_MESH(KEY_FIVE, 4, GEN_KNOT);
float sBlend = SpaceBlendFactor(GetFrameTime());
AspectBlendFactor(GetFrameTime());
ReflectBlendFactor(GetFrameTime());
OrthoBlendFactor(GetFrameTime());
if (!PAUSED()) meshRotation -= angularVelocity*GetFrameTime();
OrbitSpace(&jugemu, GetFrameTime());
main.projection = (ORTHO_MODE())? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
main.fovy = (ORTHO_MODE())? nearPlaneHeightOrthographic : fovyPerspective;
WorldToNDCSpace(&main, aspect, near, far, &worldModels[targetMesh], &ndcModels[targetMesh], meshRotation);
for (int i = 0; i < ndcModels[targetMesh].meshes[0].vertexCount; i++)
{
Vector3 *worldVertices = (Vector3 *)worldModels[targetMesh].meshes[0].vertices;
Vector3 *ndcVertices = (Vector3 *)ndcModels[targetMesh].meshes[0].vertices;
ndcVertices[i].x = Lerp(worldVertices[i].x, ndcVertices[i].x, sBlend);
ndcVertices[i].y = Lerp(worldVertices[i].y, ndcVertices[i].y, sBlend);
ndcVertices[i].z = Lerp(worldVertices[i].z, ndcVertices[i].z, sBlend);
}
UpdateMeshBuffer(ndcModels[targetMesh].meshes[0], RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, ndcModels[targetMesh].meshes[0].vertices, ndcModels[targetMesh].meshes[0].vertexCount*sizeof(Vector3), 0);
Model *displayModel = &ndcModels[targetMesh];
if (PERSPECTIVE_CORRECT() && TEXTURE_MODE())
{
#if defined(GRAPHICS_API_OPENGL_33)
PerspectiveCorrectCapture(&main, displayModel, meshTextures[targetMesh], &perspectiveCorrectRenderTexture, meshRotation);
#else
PerspectiveCorrectCapture(&main, displayModel, meshTextures[targetMesh], &perspectiveCorrectTexture, meshRotation);
#endif
}
UpdateSpatialFrame(&main, aspect, near, far, &spatialFrame);
UpdateMeshBuffer(spatialFrameModel.meshes[0], RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, spatialFrame.vertices, spatialFrame.vertexCount*sizeof(Vector3), 0);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
if (JUGEMU_MODE()) BeginMode3D(jugemu); else BeginMode3D(main);
Vector3 depth, right, up;
BasisVector(&main, &depth, &right, &up);
DrawLine3D(main.position, Vector3Add(main.position, right), NEON_CARROT);
DrawLine3D(main.position, Vector3Add(main.position, up), LILAC);
DrawLine3D(main.position, Vector3Add(main.position, depth), MARINER);
if (JUGEMU_MODE()) DrawSpatialFrame(&spatialFrame);
DrawModelFilled(displayModel, meshTextures[targetMesh], meshRotation);
DrawModelWiresAndPoints(displayModel, meshRotation);
if (JUGEMU_MODE()) DrawNearPlanePoints(&main, aspect, near, &nearPlanePointsModels[targetMesh], displayModel, meshRotation);
if (PERSPECTIVE_CORRECT() && TEXTURE_MODE())
{
#if defined(GRAPHICS_API_OPENGL_33)
spatialFrameModel.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = perspectiveCorrectRenderTexture.texture;
int useColors = 1;
SetShaderValue(spatialFrameModel.materials[0].shader, useVertexColorsLoc, &useColors, SHADER_UNIFORM_INT);
int flipTexcoordYValue = (NDC_SPACE() && REFLECT_Y())? 1 : 0;
SetShaderValue(spatialFrameModel.materials[0].shader, flipTexcoordYLoc, &flipTexcoordYValue, SHADER_UNIFORM_INT);
if (JUGEMU_MODE()) DrawModel(spatialFrameModel, modelPos, 1.0f, WHITE);
flipTexcoordYValue = 0;
SetShaderValue(spatialFrameModel.materials[0].shader, flipTexcoordYLoc, &flipTexcoordYValue, SHADER_UNIFORM_INT);
#else
spatialFrameModel.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = perspectiveCorrectTexture;
if (JUGEMU_MODE()) DrawModel(spatialFrameModel, modelPos, 1.0f, WHITE);
#endif
}
else
{
if (JUGEMU_MODE()) PerspectiveIncorrectCapture(&main, aspect, near, displayModel, meshTextures[targetMesh], meshRotation);
}
EndMode3D();
DrawText("[1-2]: CUBE [3-4]: SPHERE [5]: KNOT", 12, 12, fontSize, NEON_CARROT);
DrawText("ARROWS: MOVE | SPACEBAR: PAUSE", 12, 38, fontSize, NEON_CARROT);
DrawText("W A : ZOOM ", 12, 64, fontSize, NEON_CARROT);
DrawText("CLIP [ X ]:", 12, 94, fontSize, SUNFLOWER);
DrawText((CLIP_MODE())? "ON" : "OFF", 120, 94, fontSize, (CLIP_MODE())? BAHAMA_BLUE : ANAKIWA);
DrawText((targetMesh == 0)? "GEN_CUBE" : (targetMesh == 1)? "LOAD_CUBE" : (targetMesh == 2)? "GEN_SPHERE" : (targetMesh == 3)? "LOAD_SPHERE" : "GEN_KNOT", 12, 205, fontSize, NEON_CARROT);
DrawText("TEXTURE [ T ]:", 570, 12, fontSize, SUNFLOWER);
DrawText((TEXTURE_MODE())? "ON" : "OFF", 740, 12, fontSize, (TEXTURE_MODE())? ANAKIWA : CHESTNUT_ROSE);
DrawText("COLORS [ C ]:", 570, 38, fontSize, SUNFLOWER);
DrawText((COLOR_MODE())? "ON" : "OFF", 740, 38, fontSize, (COLOR_MODE())? ANAKIWA : CHESTNUT_ROSE);
DrawText("ASPECT [ Q ]:", 12, 392, fontSize, SUNFLOWER);
DrawText((ASPECT_CORRECT())? "CORRECT" : "INCORRECT", 230, 392, fontSize, (ASPECT_CORRECT())? ANAKIWA : CHESTNUT_ROSE);
DrawText("PERSPECTIVE [ P ]:", 12, 418, fontSize, SUNFLOWER);
DrawText((PERSPECTIVE_CORRECT())? "CORRECT" : "INCORRECT", 230, 418, fontSize, (PERSPECTIVE_CORRECT())? ANAKIWA : CHESTNUT_ROSE);
DrawText("LENS [ O ]:", 510, 366, fontSize, SUNFLOWER);
DrawText((ORTHO_MODE())? "ORTHOGRAPHIC" : "PERSPECTIVE", 630, 366, fontSize, (ORTHO_MODE())? BAHAMA_BLUE : ANAKIWA);
DrawText("SPACE [ N ]:", 520, 392, fontSize, SUNFLOWER);
DrawText((NDC_SPACE())? "NDC" : "WORLD", 655, 392, fontSize, (NDC_SPACE())? BAHAMA_BLUE : ANAKIWA);
if (NDC_SPACE())
{
DrawText("REFLECT [ F ]:", 530, 418, fontSize, SUNFLOWER);
DrawText((REFLECT_Y())? "Y_DOWN" : "Y_UP", 695, 418, fontSize, (REFLECT_Y())? ANAKIWA : CHESTNUT_ROSE);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < NUM_MODELS; i++)
{
UnloadModel(worldModels[i]);
UnloadModel(ndcModels[i]);
UnloadModel(nearPlanePointsModels[i]);
if (meshTextures[i].id) UnloadTexture(meshTextures[i]);
}
UnloadModel(spatialFrameModel);
#if defined(GRAPHICS_API_OPENGL_33)
if (perspectiveCorrectRenderTexture.id) UnloadRenderTexture(perspectiveCorrectRenderTexture);
UnloadShader(customShader);
#endif
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
static void BasisVector(Camera3D *main, Vector3 *depthOut, Vector3 *rightOut, Vector3 *upOut)
{
Vector3 depth = Vector3Normalize(Vector3Subtract(main->target, main->position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(depth, main->up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, depth));
*depthOut = depth;
*rightOut = right;
*upOut = up;
}
static void WorldToNDCSpace(Camera3D *main, float aspect, float near, float far, Model *world, Model *ndc, float rotation)
{
Vector3 depth, right, up;
BasisVector(main, &depth, &right, &up);
float halfHNear = Lerp(near*tanf(DEG2RAD*fovyPerspective*0.5f), 0.5f*nearPlaneHeightOrthographic, OrthoBlendFactor(0.0f));
float halfWNear = Lerp(halfHNear, halfHNear*aspect, AspectBlendFactor(0.0f));
float halfDepthNDC = Lerp(halfHNear, 0.5f*(far - near), Lerp(AspectBlendFactor(0.0f), 0.0f, OrthoBlendFactor(0.0f)));
Vector3 centerNearPlane = Vector3Add(main->position, Vector3Scale(depth, near));
Vector3 centerNDCCube = Vector3Add(centerNearPlane, Vector3Scale(depth, halfDepthNDC));
for (int i = 0; i < world->meshes[0].vertexCount; i++)
{
Vector3 worldVertex = TranslateRotateScale(0, ((Vector3 *)world->meshes[0].vertices)[i], modelPos, modelScale, rotation);
float signedDepth = Vector3DotProduct(Vector3Subtract(worldVertex, main->position), depth);
Vector3 intersectionCoord = Intersect(main, near, worldVertex);
Vector3 clipPlaneVector = Vector3Subtract(intersectionCoord, centerNearPlane);
float xNDC = Vector3DotProduct(clipPlaneVector, right)/halfWNear;
float yNDC = Vector3DotProduct(clipPlaneVector, up)/halfHNear;
float zNDC = Lerp((far + near - 2.0f*far*near/signedDepth)/(far - near), 2.0f*(signedDepth - near)/(far - near) - 1.0f, OrthoBlendFactor(0.0f));
Vector3 scaledRight = Vector3Scale(right, xNDC*halfWNear);
Vector3 scaledUp = Vector3Scale(up, yNDC*halfHNear);
Vector3 scaledDepth = Vector3Scale(depth, zNDC*halfDepthNDC);
Vector3 offset = Vector3Add(Vector3Add(scaledRight, scaledUp), scaledDepth);
Vector3 scaledNDCCoord = Vector3Add(centerNDCCube, offset);
((Vector3 *)ndc->meshes[0].vertices)[i] = TranslateRotateScale(1, scaledNDCCoord, modelPos, modelScale, rotation);
}
}
static void DrawModelFilled(Model *model, Texture2D texture, float rotation)
{
if (!(COLOR_MODE() || TEXTURE_MODE())) return;
#if defined(GRAPHICS_API_OPENGL_33)
int useColors = COLOR_MODE() ? 1 : 0;
SetShaderValue(model->materials[0].shader, useVertexColorsLoc, &useColors, SHADER_UNIFORM_INT);
#else
Color *cacheColors = (Color *)model->meshes[0].colors;
if (TEXTURE_MODE() && !COLOR_MODE()) model->meshes[0].colors = NULL;
#endif
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = (TEXTURE_MODE())? texture.id : rlGetTextureIdDefault();
DrawModelEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, WHITE);
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = rlGetTextureIdDefault();
#if defined(GRAPHICS_API_OPENGL_11)
model->meshes[0].colors = (unsigned char *)cacheColors;
#endif
}
static void DrawModelWiresAndPoints(Model *model, float rotation)
{
#if defined(GRAPHICS_API_OPENGL_33)
int useColors = (CLIP_MODE())? 1 : 0;
SetShaderValue(model->materials[0].shader, useVertexColorsLoc, &useColors, SHADER_UNIFORM_INT);
#else
Color *cacheColors = (Color *)model->meshes[0].colors;
if (!CLIP_MODE()) model->meshes[0].colors = NULL;
#endif
unsigned int cacheID = model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id;
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = rlGetTextureIdDefault();
DrawModelWiresEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, MARINER);
rlSetPointSize(4.0f);
DrawModelPointsEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, LILAC);
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = cacheID;
#if defined(GRAPHICS_API_OPENGL_11)
model->meshes[0].colors = (unsigned char *)cacheColors;
#endif
}
static void UpdateSpatialFrame(Camera3D *main, float aspect, float near, float far, Mesh *spatialFrame)
{
Vector3 depth, right, up;
BasisVector(main, &depth, &right, &up);
float halfHNear = Lerp(near*tanf(DEG2RAD*fovyPerspective*0.5f), 0.5f*nearPlaneHeightOrthographic, OrthoBlendFactor(0.0f));
float halfWNear = Lerp(halfHNear, halfHNear*aspect, AspectBlendFactor(0.0f));
float halfHFar = Lerp(far*tanf(DEG2RAD*fovyPerspective*0.5f), 0.5f*nearPlaneHeightOrthographic, OrthoBlendFactor(0.0f));
float halfWFar = Lerp(halfHFar, halfHFar*aspect, AspectBlendFactor(0.0f));
float halfDepthNdc = Lerp(halfHNear, 0.5f*(far - near), Lerp(AspectBlendFactor(0.0f), 0.0f, OrthoBlendFactor(0.0f)));
float halfDepth = Lerp(0.5f*(far - near), halfDepthNdc, SpaceBlendFactor(0.0f));
float farHalfW = Lerp(halfWFar, halfWNear, SpaceBlendFactor(0.0f));
float farHalfH = Lerp(halfHFar, halfHNear, SpaceBlendFactor(0.0f));
Vector3 centerNear = Vector3Add(main->position, Vector3Scale(depth, near));
for (int i = 0; i < spatialFrame->vertexCount; ++i)
{
Vector3 offset = Vector3Subtract(((Vector3 *)spatialFrame->vertices)[i], centerNear);
float xSign = (Vector3DotProduct(offset, right) >= 0.0f)? 1.0f : -1.0f;
float ySign = (Vector3DotProduct(offset, up) >= 0.0f)? 1.0f : -1.0f;
float farMask = (Vector3DotProduct(offset, depth) > halfDepth)? 1.0f : 0.0f;
float finalHalfW = halfWNear + farMask*(farHalfW - halfWNear);
float finalHalfH = halfHNear + farMask*(farHalfH - halfHNear);
Vector3 center = Vector3Add(centerNear, Vector3Scale(depth, farMask*2.0f*halfDepth));
((Vector3 *)spatialFrame->vertices)[i] = Vector3Add(center, Vector3Add(Vector3Scale(right, xSign*finalHalfW), Vector3Scale(up, ySign*finalHalfH)));
}
}
static void DrawSpatialFrame(Mesh *spatialFrame)
{
static int frontFaces[4][2] = { { 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 } };
static int backFaces[4][2] = { { 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 } };
static int ribFaces[4][2] = { { 0, 4 }, { 1, 7 }, { 2, 6 }, { 3, 5 } };
static int (*faces[3])[2] = { frontFaces, backFaces, ribFaces };
for (int i = 0; i < 3; i++)
for (int j = 0; j < 4; j++)
{
Vector3 startPosition = ((Vector3 *)spatialFrame->vertices)[faces[i][j][0]];
Vector3 endPosition = ((Vector3 *)spatialFrame->vertices)[faces[i][j][1]];
DrawLine3D(startPosition, endPosition, (i == 0)? NEON_CARROT : (i == 1)? EGGPLANT : HOPBUSH);
}
}
static void DrawNearPlanePoints(Camera3D *main, float aspect, float near, Model *nearPlanePointsModel, Model *displayModel, float rotation)
{
Vector3 depth, right, up;
BasisVector(main, &depth, &right, &up);
Mesh *displayMesh = &displayModel->meshes[0];
int nearPlaneVertexCount = 0;
int capacity = displayMesh->triangleCount*3;
Mesh *nearPlanePointsMesh = &nearPlanePointsModel->meshes[0];
Vector3 centerNearPlane = Vector3Add(main->position, Vector3Scale(depth, near));
float xAspect = Lerp(1.0f/aspect, 1.0f, AspectBlendFactor(0.0f));
float yReflect = Lerp(1.0f, -1.0f, ReflectBlendFactor(0.0f));
for (int i = 0; i < displayMesh->triangleCount; i++)
{
Vector3 *vertices = (Vector3 *)displayMesh->vertices;
Triangle *triangles = (Triangle *)displayMesh->indices;
Vector3 a = TranslateRotateScale(0, vertices[triangles[i][0]], modelPos, modelScale, rotation);
Vector3 b = TranslateRotateScale(0, vertices[triangles[i][1]], modelPos, modelScale, rotation);
Vector3 c = TranslateRotateScale(0, vertices[triangles[i][2]], modelPos, modelScale, rotation);
// test if front facing or not (ugly one-liner -- comment out will ~double the rays, which is fine)
if (Vector3DotProduct(Vector3Normalize(Vector3CrossProduct(Vector3Subtract(b, a), Vector3Subtract(c, a))), depth) > 0.0f) continue;
Vector3 intersectionPoints[3] = { Intersect(main, near, a), Intersect(main, near, b), Intersect(main, near, c) };
for (int j = 0; j < 3 && nearPlaneVertexCount < capacity; ++j)
{
Vector3 corrected = AspectCorrectAndReflectNearPlane(intersectionPoints[j], centerNearPlane, right, up, xAspect, yReflect);
DrawLine3D((Vector3[]){ a, b, c }[j], corrected, (Color){ RED_DAMASK.r, RED_DAMASK.g, RED_DAMASK.b, 20 });
((Vector3 *)nearPlanePointsMesh->vertices)[nearPlaneVertexCount] = corrected;
nearPlaneVertexCount++;
}
}
nearPlanePointsMesh->vertexCount = nearPlaneVertexCount;
UpdateMeshBuffer(*nearPlanePointsMesh, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, nearPlanePointsMesh->vertices, nearPlanePointsMesh->vertexCount*sizeof(Vector3), 0);
rlSetPointSize(3.0f);
DrawModelPoints(*nearPlanePointsModel, modelPos, 1.0f, LILAC);
}
static void PerspectiveIncorrectCapture(Camera3D *main, float aspect, float near, Model *displayModel, Texture2D meshTexture, float rotation)
{
Vector3 depth, right, up;
BasisVector(main, &depth, &right, &up);
Mesh *displayMesh = &displayModel->meshes[0];
Vector3 centerNearPlane = Vector3Add(main->position, Vector3Scale(depth, near));
float xAspect = Lerp(1.0f/aspect, 1.0f, AspectBlendFactor(0.0f));
float yReflect = Lerp(1.0f, -1.0f, ReflectBlendFactor(0.0f));
rlColor4ub(WHITE.r, WHITE.g, WHITE.b, WHITE.a); // just to emphasize raylib Colors are ub 0~255 not floats
if (TEXTURE_MODE() && displayMesh->texcoords)
{
rlSetTexture(meshTexture.id);
rlEnableTexture(meshTexture.id);
}
else
{
rlDisableTexture();
}
if (!TEXTURE_MODE() && !COLOR_MODE())
{
rlEnableWireMode();
rlColor4ub(MARINER.r, MARINER.g, MARINER.b, MARINER.a);
}
rlBegin(RL_TRIANGLES);
for (int i = 0; i < displayMesh->triangleCount; i++)
{
Triangle *triangles = (Triangle *)displayMesh->indices;
Vector3 *vertices = (Vector3 *)displayMesh->vertices;
Color *colors = (Color *)displayMesh->colors;
Vector2 *texcoords = (Vector2 *)displayMesh->texcoords;
Vector3 a = TranslateRotateScale(0, vertices[triangles[i][0]], modelPos, modelScale, rotation);
Vector3 b = TranslateRotateScale(0, vertices[triangles[i][1]], modelPos, modelScale, rotation);
Vector3 c = TranslateRotateScale(0, vertices[triangles[i][2]], modelPos, modelScale, rotation);
a = AspectCorrectAndReflectNearPlane(Intersect(main, near, a), centerNearPlane, right, up, xAspect, yReflect);
b = AspectCorrectAndReflectNearPlane(Intersect(main, near, b), centerNearPlane, right, up, xAspect, yReflect);
c = AspectCorrectAndReflectNearPlane(Intersect(main, near, c), centerNearPlane, right, up, xAspect, yReflect);
if (COLOR_MODE() && displayMesh->colors) rlColor4ub(colors[triangles[i][0]].r, colors[triangles[i][0]].g, colors[triangles[i][0]].b, colors[triangles[i][0]].a);
if (TEXTURE_MODE() && displayMesh->texcoords) rlTexCoord2f(texcoords[triangles[i][0]].x, texcoords[triangles[i][0]].y);
rlVertex3f(a.x, a.y, a.z);
// vertex winding!! to account for reflection toggle (will draw the inside of the geometry otherwise)
int secondIndex = (NDC_SPACE() && REFLECT_Y())? triangles[i][2] : triangles[i][1];
Vector3 secondVertex = (NDC_SPACE() && REFLECT_Y())? c : b;
if (COLOR_MODE() && displayMesh->colors) rlColor4ub(colors[secondIndex].r, colors[secondIndex].g, colors[secondIndex].b, colors[secondIndex].a);
if (TEXTURE_MODE() && displayMesh->texcoords) rlTexCoord2f(texcoords[secondIndex].x, texcoords[secondIndex].y);
rlVertex3f(secondVertex.x, secondVertex.y, secondVertex.z);
int thirdIndex = (NDC_SPACE() && REFLECT_Y())? triangles[i][1] : triangles[i][2];
Vector3 thirdVertex = (NDC_SPACE() && REFLECT_Y())? b : c;
if (COLOR_MODE() && displayMesh->colors) rlColor4ub(colors[thirdIndex].r, colors[thirdIndex].g, colors[thirdIndex].b, colors[thirdIndex].a);
if (TEXTURE_MODE() && displayMesh->texcoords) rlTexCoord2f(texcoords[thirdIndex].x, texcoords[thirdIndex].y);
rlVertex3f(thirdVertex.x, thirdVertex.y, thirdVertex.z);
}
rlEnd();
rlDrawRenderBatchActive(); //NOTE: this is what allows lines in opengl33
rlSetTexture(rlGetTextureIdDefault());
rlDisableTexture();
rlDisableWireMode();
}
#if defined(GRAPHICS_API_OPENGL_33)
static void PerspectiveCorrectCapture(Camera3D *main, Model *model, Texture2D meshTexture, RenderTexture2D *perspectiveCorrectRenderTexture, float rotation)
{
BeginTextureMode(*perspectiveCorrectRenderTexture);
ClearBackground(BLANK);
BeginMode3D(*main);
int useColors = (COLOR_MODE())? 1 : 0;
SetShaderValue(model->materials[0].shader, useVertexColorsLoc, &useColors, SHADER_UNIFORM_INT);
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture = meshTexture;
DrawModelEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, WHITE);
EndMode3D();
EndTextureMode();
}
#endif
#if defined(GRAPHICS_API_OPENGL_11)
static void PerspectiveCorrectCapture(Camera3D *main, Model *model, Texture2D meshTexture, Texture2D *perspectiveCorrectTexture, float rotation)
{
unsigned char *cacheColors = model->meshes[0].colors;
if (TEXTURE_MODE() && !COLOR_MODE()) model->meshes[0].colors = NULL;
ClearBackground(BLACK);
BeginMode3D(*main);
Texture2D previousTexture = model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture;
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture = meshTexture;
DrawModelEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, WHITE);
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture = previousTexture;
EndMode3D();
Image rgba = LoadImageFromScreen();
ImageFormat(&rgba, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
model->meshes[0].colors = cacheColors;
ClearBackground(BLACK);
BeginMode3D(*main);
Texture2D cacheTexture = model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture;
Color cacheMaterialColor = model->materials[0].maps[MATERIAL_MAP_ALBEDO].color;
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture = (Texture2D){ 0 };
model->materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
DrawModelEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, WHITE);
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture = cacheTexture;
model->materials[0].maps[MATERIAL_MAP_ALBEDO].color = cacheMaterialColor;
EndMode3D();
Image mask = LoadImageFromScreen();
AlphaMaskPunchOut(&rgba, &mask, 1);
ImageFlipVertical(&rgba);
if ((NDC_SPACE() && REFLECT_Y())) ImageFlipVertical(&rgba); // FLIP AGAIN.. it works visually, but is not clear and feels hacked/ugly
if ((perspectiveCorrectTexture->id != 0))
UpdateTexture(*perspectiveCorrectTexture, rgba.data);
else
*perspectiveCorrectTexture = LoadTextureFromImage(rgba);
UnloadImage(mask);
UnloadImage(rgba);
}
#endif
static void OrbitSpace(Camera3D *jugemu, float dt)
{
float radius = Vector3Length(jugemu->position);
float azimuth = atan2f(jugemu->position.z, jugemu->position.x);
float horizontalRadius = sqrtf(jugemu->position.x*jugemu->position.x + jugemu->position.z*jugemu->position.z);
float elevation = atan2f(jugemu->position.y, horizontalRadius);
if (IsKeyDown(KEY_LEFT)) azimuth += 1.0f*dt;
if (IsKeyDown(KEY_RIGHT)) azimuth -= 1.0f*dt;
if (IsKeyDown(KEY_UP)) elevation += 1.0f*dt;
if (IsKeyDown(KEY_DOWN)) elevation -= 1.0f*dt;
if (IsKeyDown(KEY_W)) radius -= 1.0f*dt;
if (IsKeyDown(KEY_S)) radius += 1.0f*dt;
elevation = Clamp(elevation, -PI/2 + 0.1f, PI/2 - 0.1f);
jugemu->position.x = Clamp(radius, 0.25f, 10.0f)*cosf(elevation)*cosf(azimuth);
jugemu->position.y = Clamp(radius, 0.25f, 10.0f)*sinf(elevation);
jugemu->position.z = Clamp(radius, 0.25f, 10.0f)*cosf(elevation)*sinf(azimuth);
}
static void AlphaMaskPunchOut(Image *rgba, Image *mask, unsigned char threshold)
{
Image maskCopy = ImageCopy(*mask);
ImageFormat(&maskCopy, PIXELFORMAT_UNCOMPRESSED_GRAYSCALE);
ImageFormat(rgba, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
unsigned char *maskGrayScale = maskCopy.data;
Color *colors = rgba->data;
int pixelCount = rgba->width*rgba->height;
for (size_t i = 0; i < pixelCount; ++i) colors[i].a = (maskGrayScale[i] > threshold)? 255 : 0;
UnloadImage(maskCopy);
}
static void FillPlanarTexCoords(Mesh *mesh)
{
//NOTE: opengl33, please just always provide texcoords for the obj, opengl11 allows null because its easy and works with ps2 isolation tests,
// but otherwise they are always assumed to exist
if (!mesh->texcoords)
{
mesh->texcoords = RL_CALLOC(mesh->vertexCount, sizeof(Vector2));
// Demonstrate planar mapping ("reasonable" default): https://en.wikipedia.org/wiki/Planar_projection.
BoundingBox bounds = GetMeshBoundingBox(*mesh);
Vector3 extents = Vector3Subtract(bounds.max, bounds.min);
for (int j = 0; j < mesh->vertexCount; j++)
{
float x = ((Vector3 *)mesh->vertices)[j].x;
float y = ((Vector3 *)mesh->vertices)[j].y;
((Vector2 *)mesh->texcoords)[j].x = (x - bounds.min.x)/extents.x;
((Vector2 *)mesh->texcoords)[j].y = (y - bounds.min.y)/extents.y;
}
}
}
static void FillVertexColors(Mesh *mesh)
{
if (!mesh->colors) mesh->colors = RL_CALLOC(mesh->vertexCount, sizeof(Color));
Color *colors = (Color *)mesh->colors;
Vector3 *vertices = (Vector3 *)mesh->vertices;
BoundingBox bounds = GetMeshBoundingBox(*mesh);
for (int i = 0; i < mesh->vertexCount; ++i)
{
Vector3 vertex = vertices[i];
float nx = (vertex.x - 0.5f*(bounds.min.x + bounds.max.x))/(0.5f*(bounds.max.x - bounds.min.x));
float ny = (vertex.y - 0.5f*(bounds.min.y + bounds.max.y))/(0.5f*(bounds.max.y - bounds.min.y));
float nz = (vertex.z - 0.5f*(bounds.min.z + bounds.max.z))/(0.5f*(bounds.max.z - bounds.min.z));
float len = sqrtf(nx*nx + ny*ny + nz*nz);
colors[i] = (Color){ lrintf(127.5f*(nx/len + 1.0f)), lrintf(127.5f*(ny/len + 1.0f)), lrintf(127.5f*(nz/len + 1.0f)), 255 };
}
}
static Vector3 AspectCorrectAndReflectNearPlane(Vector3 intersect, Vector3 center, Vector3 right, Vector3 up, float xAspect, float yReflect)
{
Vector3 centerDistance = Vector3Subtract(intersect, center);
float x = Vector3DotProduct(centerDistance, right);
float y = Vector3DotProduct(centerDistance, up);
return Vector3Add(center, Vector3Add(Vector3Scale(right, x*xAspect), Vector3Scale(up, y*yReflect)));
}
static Vector3 TranslateRotateScale(int inverse, Vector3 coordinate, Vector3 pos, Vector3 scale, float rotation)
{
Matrix matrix = MatrixMultiply(MatrixMultiply(MatrixScale(scale.x, scale.y, scale.z), MatrixRotateY(rotation)), MatrixTranslate(pos.x, pos.y, pos.z));
Matrix result = inverse ? MatrixInvert(matrix) : matrix;
return Vector3Transform(coordinate, result);
}
static Vector3 Intersect(Camera3D *main, float near, Vector3 worldCoord)
{
Vector3 viewDir = Vector3Normalize(Vector3Subtract(main->target, main->position));
Vector3 mainCameraToPoint = Vector3Subtract(worldCoord, main->position);
float depthAlongView = Vector3DotProduct(mainCameraToPoint, viewDir);
Vector3 centerNearPlane = Vector3Add(main->position, Vector3Scale(viewDir, near));
if (depthAlongView <= 0.0f) return centerNearPlane;
float scaleToNear = near/depthAlongView;
Vector3 resultPerspective = Vector3Add(main->position, Vector3Scale(mainCameraToPoint, scaleToNear));
Vector3 resultOrtho = Vector3Add(worldCoord, Vector3Scale(viewDir, Vector3DotProduct(Vector3Subtract(centerNearPlane, worldCoord), viewDir)));
Vector3 result = Vector3Lerp(resultPerspective,resultOrtho, OrthoBlendFactor(0.0f));
return result;
}
static float SpaceBlendFactor(float dt)
{
static float blend = 0.0f;
if (dt > 0.0f) blend = Clamp(blend + ((NDC_SPACE())? 1.0f : -1.0f)*blendScalar*dt, 0.0f, 1.0f);
return blend;
}
static float AspectBlendFactor(float dt)
{
static float blend = 0.0f;
if (dt > 0.0f) blend = Clamp(blend + ((ASPECT_CORRECT())? 1.0f : -1.0f)*blendScalar*dt, 0.0f, 1.0f);
return blend;
}
static float ReflectBlendFactor(float dt)
{
static float blend = 0.0f;
if (dt > 0.0f)
{
float target = (NDC_SPACE() && REFLECT_Y())? 1.0f : 0.0f;
float direction = (blend < target)? 1.0f : (blend > target)? -1.0f : 0.0f;
blend = Clamp(blend + direction*blendScalar*dt, 0.0f, 1.0f);
}
return blend;
}
static float OrthoBlendFactor(float dt)
{
static float blend = 0.0f;
if (dt > 0.0f) blend = Clamp(blend + ((ORTHO_MODE())? 1.0f : -1.0f)*blendScalar*dt, 0.0f, 1.0f);
return blend;
}