diff --git a/examples/Makefile b/examples/Makefile index 239c6974c..06be40e5e 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -522,6 +522,8 @@ CORE = \ core/core_3d_camera_split_screen \ core/core_3d_picking \ core/core_3d_fixed_function_didactic \ + core/core_3d_camera_view_opengl11 \ + core/core_3d_camera_view_opengl33 \ core/core_automation_events \ core/core_basic_screen_manager \ core/core_basic_window \ diff --git a/examples/core/core_3d_camera_view_opengl11.c b/examples/core/core_3d_camera_view_opengl11.c new file mode 100644 index 000000000..064f3ec99 --- /dev/null +++ b/examples/core/core_3d_camera_view_opengl11.c @@ -0,0 +1,382 @@ +/******************************************************************************************* +* +* 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 +#include + +#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 modelScale = { 1.0f, 1.0f, 1.0f }; +static Vector3 modelPos = { 0.0f, 0.0f, 0.0f }; + +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, 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 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"); + Texture2D perspectiveCorrectTexture = (Texture2D){ 0 }; + 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 = (Vector3){ 0.0f, 0.0f, 2.0f }; + main.target = modelPos; + main.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + main.projection = (ORTHO_MODE())? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE; + main.fovy = (ORTHO_MODE())? nearPlaneHeightOrthographic: fovyPerspective; + + Camera3D jugemu = (Camera3D){ 0 }; + jugemu.position = (Vector3){ 3.0f, 1.0f, 3.0f }; + jugemu.target = modelPos; + jugemu.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + 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]; + 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); + } + + 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()) + { + // 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, &perspectiveCorrectTexture, meshRotation); + + UpdateSpatialFrame(&main, aspect, near, far, &spatialFrame); + //---------------------------------------------------------------------------------- + + // 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, (Vector3){ 0.0f, 1.0f, 0.0f }, RAD2DEG*meshRotation, modelScale, WHITE); + + Color *cacheColors = (Color *)displayModel->meshes[0].colors; + displayModel->meshes[0].colors = NULL; + 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, (Vector3){ 0.0f, 1.0f, 0.0f }, RAD2DEG*meshRotation, modelScale, MARINER); + rlSetPointSize(4.0f); + DrawModelPointsEx(*displayModel, modelPos, (Vector3){ 0.0f, 1.0f, 0.0f }, RAD2DEG*meshRotation, modelScale, LILAC); + displayModel->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = cacheID; + displayModel->meshes[0].colors = (unsigned char *)cacheColors; + + 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 = perspectiveCorrectTexture; + 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); + 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, Texture2D *perspectiveCorrectTexture, float rotation) +{ + ClearBackground(BLACK); + BeginMode3D(*main); + DrawModelEx(*model, modelPos, (Vector3){ 0.0f, 1.0f, 0.0f }, RAD2DEG*rotation, modelScale, WHITE); + Color *cacheColors = (Color *)model->meshes[0].colors; + model->meshes[0].colors = NULL; + DrawModelWiresEx(*model, modelPos, (Vector3){ 0.0f, 1.0f, 0.0f }, RAD2DEG*rotation, modelScale, MARINER); + model->meshes[0].colors = (unsigned char *)cacheColors; + EndMode3D(); + + Image rgba = LoadImageFromScreen(); + ImageFormat(&rgba, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); + + 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, (Vector3){ 0.0f, 1.0f, 0.0f }, 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 ((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 += 1.0f*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 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; +} \ No newline at end of file diff --git a/examples/core/core_3d_camera_view_opengl11.png b/examples/core/core_3d_camera_view_opengl11.png new file mode 100644 index 000000000..d45126cb7 Binary files /dev/null and b/examples/core/core_3d_camera_view_opengl11.png differ diff --git a/examples/core/core_3d_camera_view_opengl33.c b/examples/core/core_3d_camera_view_opengl33.c new file mode 100644 index 000000000..7ab5e20db --- /dev/null +++ b/examples/core/core_3d_camera_view_opengl33.c @@ -0,0 +1,407 @@ +/******************************************************************************************* +* +* 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 +#include +#include + +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; +} \ No newline at end of file diff --git a/examples/core/core_3d_camera_view_opengl33.png b/examples/core/core_3d_camera_view_opengl33.png new file mode 100644 index 000000000..cdac66493 Binary files /dev/null and b/examples/core/core_3d_camera_view_opengl33.png differ diff --git a/examples/core/core_3d_fixed_function_didactic.c b/examples/core/core_3d_fixed_function_didactic.c index 1aac37ca6..1ac2cd7af 100644 --- a/examples/core/core_3d_fixed_function_didactic.c +++ b/examples/core/core_3d_fixed_function_didactic.c @@ -35,6 +35,49 @@ #include #include +#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 } @@ -103,15 +146,19 @@ static void WorldToNDCSpace(Camera3D *main, float aspect, float near, float far, 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 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, Mesh *mesh, Texture2D meshTexture, float rotation); +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); @@ -133,6 +180,14 @@ int main(void) 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(); @@ -168,27 +223,13 @@ int main(void) 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; } - if (!worldMesh->texcoords) - { - worldMesh->texcoords = (float *)RL_CALLOC(worldMesh->vertexCount, sizeof(Vector2)); - // Demonstrate planar mapping ("reasonable" default): https://en.wikipedia.org/wiki/Planar_projection. - BoundingBox bounds = GetMeshBoundingBox(*worldMesh); - Vector3 extents = Vector3Subtract(bounds.max, bounds.min); - for (int j = 0; j < worldMesh->vertexCount; j++) - { - float x = ((Vector3 *)worldMesh->vertices)[j].x; - float y = ((Vector3 *)worldMesh->vertices)[j].y; - ((Vector2 *)worldMesh->texcoords)[j].x = (x - bounds.min.x)/extents.x; - ((Vector2 *)worldMesh->texcoords)[j].y = (y - bounds.min.y)/extents.y; - } - } + FillPlanarTexCoords(worldMesh); FillVertexColors(worldMesh); Image textureImage = GenImageChecked(textureConfig[i], textureConfig[i], 1, 1, BLACK, WHITE); @@ -207,22 +248,42 @@ int main(void) 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); } - Texture2D perspectiveCorrectTexture = (Texture2D){ 0 }; - Mesh spatialFrame = GenMeshCube(1.0f, 1.0f, 1.0f); + 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); //-------------------------------------------------------------------------------------- @@ -268,15 +329,20 @@ int main(void) 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]; - Mesh *displayMesh = &ndcModels[targetMesh].meshes[0]; 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 @@ -297,16 +363,29 @@ int main(void) DrawModelFilled(displayModel, meshTextures[targetMesh], meshRotation); DrawModelWiresAndPoints(displayModel, meshRotation); - if (JUGEMU_MODE()) DrawNearPlanePoints(&main, aspect, near, &nearPlanePointsModels[targetMesh], displayMesh, 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, displayMesh, meshTextures[targetMesh], meshRotation); + if (JUGEMU_MODE()) PerspectiveIncorrectCapture(&main, aspect, near, displayModel, meshTextures[targetMesh], meshRotation); } EndMode3D(); @@ -348,7 +427,10 @@ int main(void) 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 //-------------------------------------------------------------------------------------- @@ -396,27 +478,42 @@ static void WorldToNDCSpace(Camera3D *main, float aspect, float near, float far, 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; - model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = (TEXTURE_MODE())? texture.id : 0; +#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 = 0; + 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; - unsigned int cacheID = model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id; if (!CLIP_MODE()) model->meshes[0].colors = NULL; - model->materials[0].maps[MATERIAL_MAP_ALBEDO].texture.id = 0; +#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) @@ -462,21 +559,22 @@ static void DrawSpatialFrame(Mesh *spatialFrame) } } -static void DrawNearPlanePoints(Camera3D *main, float aspect, float near, Model *nearPlanePointsModel, Mesh *mesh, float rotation) +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 = mesh->triangleCount*3; + 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 < mesh->triangleCount; i++) + for (int i = 0; i < displayMesh->triangleCount; i++) { - Vector3 *vertices = (Vector3 *)mesh->vertices; - Triangle *triangles = (Triangle *)mesh->indices; + 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); @@ -496,24 +594,29 @@ static void DrawNearPlanePoints(Camera3D *main, float aspect, float near, Model } 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, Mesh *mesh, Texture2D meshTexture, float rotation) +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() && mesh->texcoords) + if (TEXTURE_MODE() && displayMesh->texcoords) + { + rlSetTexture(meshTexture.id); rlEnableTexture(meshTexture.id); + } else + { rlDisableTexture(); - + } if (!TEXTURE_MODE() && !COLOR_MODE()) { rlEnableWireMode(); @@ -521,12 +624,12 @@ static void PerspectiveIncorrectCapture(Camera3D *main, float aspect, float near } rlBegin(RL_TRIANGLES); - for (int i = 0; i < mesh->triangleCount; i++) + for (int i = 0; i < displayMesh->triangleCount; i++) { - Triangle *triangles = (Triangle *)mesh->indices; - Vector3 *vertices = (Vector3 *)mesh->vertices; - Color *colors = (Color *)mesh->colors; - Vector2 *texcoords = (Vector2 *)mesh->texcoords; + 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); @@ -536,28 +639,46 @@ static void PerspectiveIncorrectCapture(Camera3D *main, float aspect, float near 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() && mesh->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() && mesh->texcoords) rlTexCoord2f(texcoords[triangles[i][0]].x, texcoords[triangles[i][0]].y); + 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() && mesh->colors) rlColor4ub(colors[secondIndex].r, colors[secondIndex].g, colors[secondIndex].b, colors[secondIndex].a); - if (TEXTURE_MODE() && mesh->texcoords) rlTexCoord2f(texcoords[secondIndex].x, texcoords[secondIndex].y); + 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() && mesh->colors) rlColor4ub(colors[thirdIndex].r, colors[thirdIndex].g, colors[thirdIndex].b, colors[thirdIndex].a); - if (TEXTURE_MODE() && mesh->texcoords) rlTexCoord2f(texcoords[thirdIndex].x, texcoords[thirdIndex].y); + 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; @@ -575,7 +696,6 @@ static void PerspectiveCorrectCapture(Camera3D *main, Model *model, Texture2D me Image rgba = LoadImageFromScreen(); ImageFormat(&rgba, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); model->meshes[0].colors = cacheColors; - ClearBackground(BLACK); BeginMode3D(*main); @@ -596,10 +716,10 @@ static void PerspectiveCorrectCapture(Camera3D *main, Model *model, Texture2D me UpdateTexture(*perspectiveCorrectTexture, rgba.data); else *perspectiveCorrectTexture = LoadTextureFromImage(rgba); - UnloadImage(mask); UnloadImage(rgba); } +#endif static void OrbitSpace(Camera3D *jugemu, float dt) { @@ -631,6 +751,26 @@ static void AlphaMaskPunchOut(Image *rgba, Image *mask, unsigned char threshold) 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)); diff --git a/examples/core/resources/models/unit_cube.obj b/examples/core/resources/models/unit_cube.obj index 49121401d..215fed62e 100644 --- a/examples/core/resources/models/unit_cube.obj +++ b/examples/core/resources/models/unit_cube.obj @@ -7,16 +7,21 @@ v -0.5 -0.5 0.5 v 0.5 -0.5 0.5 v 0.5 0.5 0.5 v -0.5 0.5 0.5 +#comment these out to compare opengl11 planar auto fill with just using this and opengl33 +vt 0.0 0.0 +vt 1.0 0.0 +vt 1.0 1.0 +vt 0.0 1.0 s off -f 1 4 3 -f 1 3 2 -f 5 6 7 -f 5 7 8 -f 1 5 8 -f 1 8 4 -f 2 3 7 -f 2 7 6 -f 4 8 7 -f 4 7 3 -f 1 2 6 -f 1 6 5 +f 1/1 4/4 3/3 +f 1/1 3/3 2/2 +f 5/1 6/2 7/3 +f 5/1 7/3 8/4 +f 1/1 5/1 8/4 +f 1/1 8/4 4/4 +f 2/2 3/3 7/3 +f 2/2 7/3 6/2 +f 4/4 8/4 7/3 +f 4/4 7/3 3/3 +f 1/1 2/2 6/2 +f 1/1 6/2 5/1