cleaner commit on review branch
This commit is contained in:
parent
bca54047f9
commit
44226c995a
|
|
@ -521,6 +521,7 @@ CORE = \
|
|||
core/core_3d_camera_mode \
|
||||
core/core_3d_camera_split_screen \
|
||||
core/core_3d_picking \
|
||||
core/core_3d_fixed_function_didactic \
|
||||
core/core_automation_events \
|
||||
core/core_basic_screen_manager \
|
||||
core/core_basic_window \
|
||||
|
|
|
|||
646
examples/core/core_3d_fixed_function_didactic.c
Normal file
646
examples/core/core_3d_fixed_function_didactic.c
Normal file
|
|
@ -0,0 +1,646 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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. add proper clipping to the target meshes to show intuition there (e.g. move mesh out of clip planes or 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 <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
#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
|
||||
};
|
||||
|
||||
static unsigned int gflags = FLAG_ASPECT | FLAG_COLOR_MODE;
|
||||
|
||||
#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 TOGGLE(K, F) do { if (IsKeyPressed(K)) { gflags ^= (F); } } while (0)
|
||||
|
||||
static int fontSize = 20;
|
||||
static float angularVelocity = 1.25f;
|
||||
static float fovy = 60.0f;
|
||||
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 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, Mesh *mesh, 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, Mesh *mesh, Texture2D meshTexture, float rotation);
|
||||
static void PerspectiveCorrectCapture(Camera3D *main, Model *model, Texture2D meshTexture, Texture2D *perspectiveCorrectTexture, float rotation);
|
||||
|
||||
static void AlphaMaskPunchOut(Image *rgba, Image *mask, unsigned char threshold);
|
||||
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);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// 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");
|
||||
|
||||
float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
|
||||
float meshRotation = 0.0f;
|
||||
|
||||
Camera3D main = { 0 };
|
||||
main.position = mainPos;
|
||||
main.target = modelPos;
|
||||
main.up = yAxis;
|
||||
main.fovy = fovy;
|
||||
main.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
Camera3D jugemu = (Camera3D){ 0 };
|
||||
jugemu.position = jugemuPosIso;
|
||||
jugemu.target = modelPos;
|
||||
jugemu.up = yAxis;
|
||||
jugemu.fovy = fovy;
|
||||
jugemu.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Model worldModel = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
|
||||
// Image textureImage = GenImageChecked(4, 4, 1, 1, BLACK, WHITE);
|
||||
|
||||
// Model worldModel = LoadModelFromMesh(GenMeshSphere(0.5f, 8, 8));
|
||||
// Image textureImage = GenImageChecked(16, 16, 1, 1, BLACK, WHITE);
|
||||
|
||||
// Model worldModel = LoadModelFromMesh(GenMeshKnot(1.0f, 1.0f, 8, 64));
|
||||
Model worldModel = LoadModelFromMesh(GenMeshKnot(1.0f, 1.0f, 16, 128));
|
||||
Image textureImage = GenImageChecked(32, 32, 1, 1, BLACK, WHITE);
|
||||
|
||||
Texture2D meshTexture = LoadTextureFromImage(textureImage);
|
||||
UnloadImage(textureImage);
|
||||
|
||||
if (!worldModel.meshes[0].indices)
|
||||
{
|
||||
worldModel.meshes[0].indices = RL_CALLOC(worldModel.meshes[0].vertexCount, sizeof(unsigned short));
|
||||
for (int i = 0; i < worldModel.meshes[0].vertexCount; i++) worldModel.meshes[0].indices[i] = (unsigned short)i;
|
||||
worldModel.meshes[0].triangleCount = worldModel.meshes[0].vertexCount/3;
|
||||
}
|
||||
FillVertexColors(&worldModel.meshes[0]);
|
||||
|
||||
Mesh ndcMesh = (Mesh){ 0 };
|
||||
ndcMesh.vertexCount = worldModel.meshes[0].vertexCount;
|
||||
ndcMesh.triangleCount = worldModel.meshes[0].triangleCount;
|
||||
ndcMesh.vertices = RL_CALLOC(ndcMesh.vertexCount, sizeof(Vector3));
|
||||
ndcMesh.texcoords = RL_CALLOC(ndcMesh.vertexCount, sizeof(Vector2));
|
||||
ndcMesh.indices = RL_CALLOC(ndcMesh.triangleCount, sizeof(Triangle));
|
||||
ndcMesh.colors = RL_CALLOC(ndcMesh.vertexCount, sizeof(Color));
|
||||
memcpy(ndcMesh.colors, worldModel.meshes[0].colors, ndcMesh.vertexCount*sizeof(Color));
|
||||
memcpy(ndcMesh.texcoords, worldModel.meshes[0].texcoords, ndcMesh.vertexCount*sizeof(Vector2));
|
||||
memcpy(ndcMesh.indices, worldModel.meshes[0].indices, ndcMesh.triangleCount*sizeof(Triangle));
|
||||
Model ndcModel = LoadModelFromMesh(ndcMesh);
|
||||
|
||||
Mesh nearPlanePoints = (Mesh){ 0 };
|
||||
nearPlanePoints.vertexCount = worldModel.meshes[0].triangleCount*3;
|
||||
nearPlanePoints.vertices = RL_CALLOC(nearPlanePoints.vertexCount, sizeof(Vector3));
|
||||
Model nearPlanePointsModel = LoadModelFromMesh(nearPlanePoints);
|
||||
|
||||
worldModel.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = meshTexture;
|
||||
ndcModel.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = meshTexture;
|
||||
|
||||
Texture2D perspectiveCorrectTexture = (Texture2D){ 0 };
|
||||
Mesh spatialFrame = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
spatialFrame.colors = RL_CALLOC(spatialFrame.vertexCount, sizeof(Color));
|
||||
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;
|
||||
Model spatialFrameModel = LoadModelFromMesh(spatialFrame);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float far = 3.0f;
|
||||
float near = 1.0f;
|
||||
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);
|
||||
|
||||
float sBlend = SpaceBlendFactor(GetFrameTime());
|
||||
AspectBlendFactor(GetFrameTime());
|
||||
ReflectBlendFactor(GetFrameTime());
|
||||
|
||||
if (!PAUSED()) meshRotation -= angularVelocity*GetFrameTime();
|
||||
|
||||
OrbitSpace(&jugemu, GetFrameTime());
|
||||
|
||||
WorldToNDCSpace(&main, aspect, near, far, &worldModel, &ndcModel, meshRotation);
|
||||
|
||||
for (int i = 0; i < ndcModel.meshes[0].vertexCount; i++)
|
||||
{
|
||||
Vector3 *worldVertices = (Vector3 *)worldModel.meshes[0].vertices;
|
||||
Vector3 *ndcVertices = (Vector3 *)ndcModel.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);
|
||||
}
|
||||
|
||||
Model *displayModel = &ndcModel;
|
||||
Mesh *displayMesh = &ndcModel.meshes[0];
|
||||
|
||||
if (PERSPECTIVE_CORRECT() && TEXTURE_MODE())
|
||||
{
|
||||
PerspectiveCorrectCapture(&main, displayModel, meshTexture, &perspectiveCorrectTexture, meshRotation);
|
||||
}
|
||||
|
||||
UpdateSpatialFrame(&main, aspect, near, far, &spatialFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
BeginMode3D(jugemu);
|
||||
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);
|
||||
|
||||
DrawSpatialFrame(spatialFrame);
|
||||
|
||||
DrawModelFilled(displayModel, meshTexture, meshRotation);
|
||||
DrawModelWiresAndPoints(displayModel, meshRotation);
|
||||
|
||||
DrawNearPlanePoints(&main, aspect, near, &nearPlanePointsModel, displayMesh, meshRotation);
|
||||
|
||||
if (PERSPECTIVE_CORRECT() && TEXTURE_MODE())
|
||||
{
|
||||
spatialFrameModel.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = perspectiveCorrectTexture;
|
||||
DrawModel(spatialFrameModel, modelPos, 1.0f, WHITE);
|
||||
}
|
||||
else
|
||||
{
|
||||
PerspectiveIncorrectCapture(&main, aspect, near, displayMesh, meshTexture, meshRotation);
|
||||
}
|
||||
EndMode3D();
|
||||
|
||||
DrawText("ARROWS: MOVE | SPACEBAR: PAUSE", 12, 12, fontSize, NEON_CARROT);
|
||||
DrawText("W A : ZOOM", 12, 38, 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("SPACE [ N ]:", 530, 392, fontSize, SUNFLOWER);
|
||||
DrawText((NDC_SPACE())? "NDC" : "WORLD", 665, 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
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(worldModel);
|
||||
UnloadModel(ndcModel);
|
||||
UnloadModel(nearPlanePointsModel);
|
||||
UnloadModel(spatialFrameModel);
|
||||
UnloadTexture(meshTexture);
|
||||
|
||||
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 = near*tanf(DEG2RAD*main->fovy*0.5f);
|
||||
float halfWNear = Lerp(halfHNear, halfHNear*aspect, AspectBlendFactor(0.0f));
|
||||
float halfDepthNDC = Lerp(halfHNear, 0.5f*(far - near), AspectBlendFactor(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 = (far + near - 2.0f*far*near/signedDepth)/(far - near);
|
||||
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;
|
||||
Color *cacheColors = (Color *)model->meshes[0].colors;
|
||||
if (TEXTURE_MODE() && !COLOR_MODE()) model->meshes[0].colors = NULL;
|
||||
|
||||
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = (TEXTURE_MODE())? texture.id : 0;
|
||||
DrawModelEx(*model, modelPos, yAxis, RAD2DEG*rotation, modelScale, WHITE);
|
||||
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = 0;
|
||||
|
||||
model->meshes[0].colors = (unsigned char *)cacheColors;
|
||||
}
|
||||
|
||||
static void DrawModelWiresAndPoints(Model *model, float rotation)
|
||||
{
|
||||
Color *cacheColors = (Color *)model->meshes[0].colors;
|
||||
unsigned int cacheID = model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id;
|
||||
model->meshes[0].colors = NULL;
|
||||
model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = 0;
|
||||
|
||||
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;
|
||||
model->meshes[0].colors = (unsigned char *)cacheColors;
|
||||
}
|
||||
|
||||
static void UpdateSpatialFrame(Camera3D *main, float aspect, float near, float far, Mesh *spatialFrame)
|
||||
{
|
||||
Vector3 depth, right, up;
|
||||
BasisVector(main, &depth, &right, &up);
|
||||
float halfHNear = near*tanf(DEG2RAD*main->fovy*0.5f);
|
||||
float halfWNear = Lerp(halfHNear, halfHNear*aspect, AspectBlendFactor(0.0f));
|
||||
float halfHFar = far*tanf(DEG2RAD*main->fovy*0.5f);
|
||||
float halfWFar = Lerp(halfHFar, halfHFar*aspect, AspectBlendFactor(0.0f));
|
||||
float halfDepthNdc = Lerp(halfHNear, 0.5f*(far - near), AspectBlendFactor(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, Mesh *mesh, float rotation)
|
||||
{
|
||||
Vector3 depth, right, up;
|
||||
BasisVector(main, &depth, &right, &up);
|
||||
int nearPlaneVertexCount = 0;
|
||||
int capacity = mesh->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 < mesh->triangleCount; i++)
|
||||
{
|
||||
Vector3 *vertices = (Vector3 *)mesh->vertices;
|
||||
Triangle *triangles = (Triangle *)mesh->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;
|
||||
rlSetPointSize(3.0f);
|
||||
DrawModelPoints(*nearPlanePointsModel, modelPos, 1.0f, LILAC);
|
||||
}
|
||||
|
||||
static void PerspectiveIncorrectCapture(Camera3D *main, float aspect, float near, Mesh *mesh, Texture2D meshTexture, float rotation)
|
||||
{
|
||||
Vector3 depth, right, up;
|
||||
BasisVector(main, &depth, &right, &up);
|
||||
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())
|
||||
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 < mesh->triangleCount; i++)
|
||||
{
|
||||
Triangle *triangles = (Triangle *)mesh->indices;
|
||||
Vector3 *vertices = (Vector3 *)mesh->vertices;
|
||||
Color *colors = (Color *)mesh->colors;
|
||||
Vector2 *texcoords = (Vector2 *)mesh->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()) rlColor4ub(colors[triangles[i][0]].r, colors[triangles[i][0]].g, colors[triangles[i][0]].b, colors[triangles[i][0]].a);
|
||||
if (TEXTURE_MODE()) 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()) rlColor4ub(colors[secondIndex].r, colors[secondIndex].g, colors[secondIndex].b, colors[secondIndex].a);
|
||||
if (TEXTURE_MODE()) 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()) rlColor4ub(colors[thirdIndex].r, colors[thirdIndex].g, colors[thirdIndex].b, colors[thirdIndex].a);
|
||||
if (TEXTURE_MODE()) rlTexCoord2f(texcoords[thirdIndex].x, texcoords[thirdIndex].y);
|
||||
rlVertex3f(thirdVertex.x, thirdVertex.y, thirdVertex.z);
|
||||
}
|
||||
|
||||
rlEnd();
|
||||
rlDisableTexture();
|
||||
rlDisableWireMode();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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 += 1.5f*dt;
|
||||
if (IsKeyDown(KEY_RIGHT)) azimuth -= 1.5f*dt;
|
||||
if (IsKeyDown(KEY_UP)) elevation += 1.0f*dt;
|
||||
if (IsKeyDown(KEY_DOWN)) elevation -= 1.0f*dt;
|
||||
if (IsKeyDown(KEY_W)) radius -= 2.0f*dt;
|
||||
if (IsKeyDown(KEY_S)) radius += 2.0f*dt;
|
||||
elevation = Clamp(elevation, -M_PI_2 + 0.1f, M_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 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);
|
||||
if (depthAlongView <= 0.0f) return Vector3Add(main->position, Vector3Scale(viewDir, near));
|
||||
float scaleToNear = near/depthAlongView;
|
||||
return Vector3Add(main->position, Vector3Scale(mainCameraToPoint, scaleToNear));
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
BIN
examples/core/core_3d_fixed_function_didactic.png
Normal file
BIN
examples/core/core_3d_fixed_function_didactic.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 57 KiB |
|
|
@ -1435,7 +1435,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
|
|||
#define GL_COLOR_ARRAY 0x8076
|
||||
#define GL_TEXTURE_COORD_ARRAY 0x8078
|
||||
|
||||
rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
|
||||
if (mesh.texcoords && material.maps[MATERIAL_MAP_DIFFUSE].texture.id > 0) rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
|
||||
|
||||
if (mesh.animVertices) rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.animVertices);
|
||||
else rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
|
||||
|
|
@ -4434,10 +4434,12 @@ static Model LoadOBJ(const char *fileName)
|
|||
|
||||
model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
|
||||
model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
|
||||
#else
|
||||
if (objAttributes.texcoords != NULL && objAttributes.num_texcoords > 0) model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
else model.meshes[i].texcoords = NULL;
|
||||
model.meshes[i].colors = NULL;
|
||||
#endif
|
||||
}
|
||||
|
|
@ -4493,16 +4495,11 @@ static Model LoadOBJ(const char *fileName)
|
|||
|
||||
for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i];
|
||||
|
||||
if ((objAttributes.texcoords != NULL) && (texcordIndex != TINYOBJ_INVALID_INDEX) && (texcordIndex >= 0))
|
||||
if ((objAttributes.texcoords != NULL) && (texcordIndex != TINYOBJ_INVALID_INDEX) && (texcordIndex >= 0) && (model.meshes[meshIndex].texcoords))
|
||||
{
|
||||
for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i];
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 0] = 0.0f;
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 0.0f;
|
||||
}
|
||||
|
||||
if ((objAttributes.normals != NULL) && (normalIndex != TINYOBJ_INVALID_INDEX) && (normalIndex >= 0))
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user