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authorraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
committerraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
commit96f520ff6d085536205feb1f943974e354577df4 (patch)
treec839c999b38d8f1f07933a2b6a1bb1e45d786532 /src/models.c
parent1c8dce429ee5a58d535fcca0e29fe3711aa3fcb5 (diff)
downloadraylib-96f520ff6d085536205feb1f943974e354577df4.tar.gz
raylib-96f520ff6d085536205feb1f943974e354577df4.zip
Road to raylib 1.1 - Testing rlgl
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c683
1 files changed, 347 insertions, 336 deletions
diff --git a/src/models.c b/src/models.c
index e21ff894..e1b80617 100644
--- a/src/models.c
+++ b/src/models.c
@@ -29,7 +29,10 @@
#include <stdio.h> // Standard input/output functions, used to read model files data
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <math.h> // Used for sin, cos, tan
-#include "vector3.h" // Basic Vector3 functions
+
+#include "raymath.h" // Required for data type Matrix and Matrix functions
+
+#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
//----------------------------------------------------------------------------------
// Defines and Macros
@@ -39,14 +42,30 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-
-// Matrix type (OpenGL style 4x4 - right handed)
-typedef struct Matrix {
- float m0, m4, m8, m12;
- float m1, m5, m9, m13;
- float m2, m6, m10, m14;
- float m3, m7, m11, m15;
-} Matrix;
+#ifdef USE_OPENGL_11
+ struct Model {
+ int numVertices;
+ Vector3 *vertices;
+ Vector2 *texcoords;
+ Vector3 *normals;
+ };
+#else
+ struct Model {
+ int numVertices;
+ Vector3 *vertices;
+ Vector2 *texcoords;
+ Vector3 *normals;
+ };
+
+/*
+ struct Model
+ {
+ GLUint vaoId;
+ Matrix transform;
+ int polyMode;
+ }
+*/
+#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
@@ -57,8 +76,6 @@ typedef struct Matrix {
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
-static void MatrixTranspose(Matrix *mat);
-static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
//----------------------------------------------------------------------------------
// Module Functions Definition
@@ -68,52 +85,66 @@ static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{
- glPushMatrix();
- glTranslatef(position.x, position.y, position.z);
- //glRotatef(rotation, 0.0f, 1.0f, 0.0f);
- //glScalef(1.0f, 1.0f, 1.0f);
+ // THIS WORKS!
+/*
+ Matrix mat = MatrixTranslate(2.0, 0.0, 0.0);
+ MatrixTranspose(&mat);
+ VectorTransform(&position, mat);
+
+ PrintMatrix(mat);
+*/
+
+ float x = position.x;
+ float y = position.y;
+ float z = position.z;
- glBegin(GL_QUADS);
- glColor4ub(color.r, color.g, color.b, color.a);
-
+ rlPushMatrix();
+
+ // NOTE: Be careful! Function order matters (scale, translate, rotate)
+ //rlScalef(2.0f, 2.0f, 2.0f);
+ //rlTranslatef(2.0f, 0.0f, 0.0f);
+ rlRotatef(45, 0, 1, 0);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face
- glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
- glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
- glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
+ rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
// Back Face
- glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
- glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
- glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
- glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
- glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
+ rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
// Top Face
- glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, height/2, lenght/2); // Bottom Left Of The Texture and Quad
- glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, height/2, lenght/2); // Bottom Right Of The Texture and Quad
- glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
+ rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
// Bottom Face
- glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
- glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Top Right Of The Texture and Quad
- glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, -height/2, -lenght/2); // Top Left Of The Texture and Quad
- glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
- glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
+ rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
// Right face
- glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
- glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
- glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
- glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
- glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
+ rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
// Left Face
- glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
- glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
- glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
- glEnd();
- glPopMatrix();
+ rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
+ rlEnd();
+ rlPopMatrix();
}
// Draw cube (Vector version)
@@ -125,9 +156,11 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color)
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
{
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- DrawCube(position, width, height, lenght, color);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ // TODO: Draw cube using RL_LINES!
+
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ //DrawCube(position, width, height, lenght, color);
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw sphere
@@ -143,14 +176,16 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
float lat1, z1, zr1;
float lng, x, y;
- glPushMatrix();
- glTranslatef(centerPos.x, centerPos.y, centerPos.z);
- glRotatef(90, 1, 0, 0);
- glScalef(radius, radius, radius);
+ // TODO: Review vertex translate/rotate/scale mechanism
+
+ rlPushMatrix();
+ rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlRotatef(90, 1, 0, 0);
+ rlScalef(radius, radius, radius);
- glBegin(GL_QUAD_STRIP);
+ rlBegin(GL_QUAD_STRIP);
- glColor4ub(color.r, color.g, color.b, color.a);
+ rlColor4ub(color.r, color.g, color.b, color.a);
for(int i = 0; i <= rings; i++)
{
@@ -168,23 +203,25 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
x = cos(lng);
y = sin(lng);
- glNormal3f(x * zr0, y * zr0, z0);
- glVertex3f(x * zr0, y * zr0, z0);
+ rlNormal3f(x * zr0, y * zr0, z0);
+ rlVertex3f(x * zr0, y * zr0, z0);
- glNormal3f(x * zr1, y * zr1, z1);
- glVertex3f(x * zr1, y * zr1, z1);
+ rlNormal3f(x * zr1, y * zr1, z1);
+ rlVertex3f(x * zr1, y * zr1, z1);
}
}
- glEnd();
- glPopMatrix();
+ rlEnd();
+ rlPopMatrix();
}
// Draw sphere wires
void DrawSphereWires(Vector3 centerPos, float radius, Color color)
{
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- DrawSphere(centerPos, radius, color);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ // TODO: Draw sphere using RL_LINES!
+
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ //DrawSphere(centerPos, radius, color);
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw a cylinder/cone
@@ -200,136 +237,131 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
if (radiusTop == 0) // Draw pyramid or cone
{
- //void drawCone(const Vector3 &d, const Vector3 &a, const float h, const float rd, const int n)
//d – axis defined as a normalized vector from base to apex
//a – position of apex (top point)
//h – height
//rd – radius of directrix
//n – number of radial "slices"
+
+ // TODO: Review drawing to use RL_TRIANGLES
- glPushMatrix();
- //glTranslatef(centerPos.x, centerPos.y, centerPos.z);
- //glRotatef(degrees, 0.0f, 1.0f, 0.0f);
- //glScalef(1.0f, 1.0f, 1.0f);
+ // Draw cone top
+ rlBegin(GL_TRIANGLE_FAN);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(a.x, a.y, a.z);
- // Draw cone top
- glBegin(GL_TRIANGLE_FAN);
- glColor4ub(color.r, color.g, color.b, color.a);
- glVertex3f(a.x, a.y, a.z);
- for (int i = 0; i <= slices; i++)
- {
- float rad = angInc * i;
- p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
- p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
- p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
- glVertex3f(p.x, p.y, p.z);
- }
- glEnd();
-
- // Draw cone bottom
- glBegin(GL_TRIANGLE_FAN);
- glColor4ub(color.r, color.g, color.b, color.a);
- glVertex3f(c.x, c.y, c.z);
- for (int i = slices; i >= 0; i--)
- {
- float rad = angInc * i;
- p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
- p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
- p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
- glVertex3f(p.x, p.y, p.z);
- }
- glEnd();
+ for (int i = 0; i <= slices; i++)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ rlVertex3f(p.x, p.y, p.z);
+ }
+ rlEnd();
+
+ // Draw cone bottom
+ rlBegin(GL_TRIANGLE_FAN);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(c.x, c.y, c.z);
- glPopMatrix();
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ rlVertex3f(p.x, p.y, p.z);
+ }
+ rlEnd();
}
else // Draw cylinder
{
- glPushMatrix();
- //glTranslatef(centerPos.x, centerPos.y, centerPos.z);
- //glRotatef(degrees, 0.0f, 1.0f, 0.0f);
- //glScalef(1.0f, 1.0f, 1.0f);
-
- // Draw cylinder top (pointed cap)
- glBegin(GL_TRIANGLE_FAN);
- glColor4ub(color.r, color.g, color.b, color.a);
- glVertex3f(c.x, c.y + height, c.z);
- for (int i = slices; i >= 0; i--)
- {
- float rad = angInc * i;
- p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
- p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
- p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
- glVertex3f(p.x, p.y, p.z);
- }
- glEnd();
-
- // Draw cylinder sides
- glBegin(GL_TRIANGLE_STRIP);
- glColor4ub(color.r, color.g, color.b, color.a);
- for (int i = slices; i >= 0; i--)
- {
- float rad = angInc * i;
- p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
- p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
- p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
- glVertex3f(p.x, p.y, p.z);
-
- p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
- p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
- p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
- glVertex3f(p.x, p.y, p.z);
- }
- glEnd();
-
- // Draw cylinder bottom
- glBegin(GL_TRIANGLE_FAN);
- glColor4ub(color.r, color.g, color.b, color.a);
- glVertex3f(c.x, c.y, c.z);
- for (int i = slices; i >= 0; i--)
- {
- float rad = angInc * i;
- p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
- p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
- p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
- glVertex3f(p.x, p.y, p.z);
- }
- glEnd();
-
- glPopMatrix();
+
+ // TODO: Review drawing to use RL_TRIANGLES
+
+ // Draw cylinder top (pointed cap)
+ rlBegin(GL_TRIANGLE_FAN);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(c.x, c.y + height, c.z);
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
+ rlVertex3f(p.x, p.y, p.z);
+ }
+ rlEnd();
+
+ // Draw cylinder sides
+ rlBegin(GL_TRIANGLE_STRIP);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
+ rlVertex3f(p.x, p.y, p.z);
+
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ rlVertex3f(p.x, p.y, p.z);
+ }
+ rlEnd();
+
+ // Draw cylinder bottom
+ rlBegin(GL_TRIANGLE_FAN);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(c.x, c.y, c.z);
+ for (int i = slices; i >= 0; i--)
+ {
+ float rad = angInc * i;
+ p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
+ p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
+ p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
+ rlVertex3f(p.x, p.y, p.z);
+ }
+ rlEnd();
}
}
// Draw a cylinder/cone wires
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color)
{
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ // TODO: Draw sphere using RL_LINES!
+
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
DrawCylinder(position, radiusTop, radiusBottom, height, slices, color);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
{
+ // TODO: Review vertex translate/rotate/scale mechanism
+
// NOTE: Plane is always created on XZ ground and then rotated
- glPushMatrix();
- glTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlPushMatrix();
+ rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
- glRotatef(rotation.x, 1, 0, 0);
- glRotatef(rotation.y, 0, 1, 0);
- glRotatef(rotation.z, 0, 0, 1);
- glScalef(size.x, 1.0f, size.y);
-
- glBegin(GL_QUADS);
- glColor4ub(color.r, color.g, color.b, color.a);
- glNormal3f(0.0f, 1.0f, 0.0f);
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.0f, -0.5f);
- glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.0f, -0.5f);
- glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.0f, 0.5f);
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.0f, 0.5f);
- glEnd();
-
- glPopMatrix();
+ rlRotatef(rotation.x, 1, 0, 0);
+ rlRotatef(rotation.y, 0, 1, 0);
+ rlRotatef(rotation.z, 0, 0, 1);
+ rlScalef(size.x, 1.0f, size.y);
+
+ rlBegin(GL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlNormal3f(0.0f, 1.0f, 0.0f);
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f);
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(0.5f, 0.0f, -0.5f);
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f);
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(-0.5f, 0.0f, 0.5f);
+ rlEnd();
+ rlPopMatrix();
}
// Draw a plane with divisions
@@ -341,71 +373,75 @@ void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX,
float texPieceW = 1 / size.x;
float texPieceH = 1 / size.y;
+ // TODO: Review vertex translate/rotate/scale mechanism
+
// NOTE: Plane is always created on XZ ground and then rotated
- glPushMatrix();
- glTranslatef(-size.x / 2, 0.0f, -size.y / 2);
- glTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlPushMatrix();
+ rlTranslatef(-size.x / 2, 0.0f, -size.y / 2);
+ rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
- glRotatef(rotation.x, 1, 0, 0);
- glRotatef(rotation.y, 0, 1, 0);
- glRotatef(rotation.z, 0, 0, 1);
+ rlRotatef(rotation.x, 1, 0, 0);
+ rlRotatef(rotation.y, 0, 1, 0);
+ rlRotatef(rotation.z, 0, 0, 1);
- glBegin(GL_QUADS);
- glColor4ub(color.r, color.g, color.b, color.a);
- glNormal3f(0.0f, 1.0f, 0.0f);
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlNormal3f(0.0f, 1.0f, 0.0f);
for (int z = 0; z < slicesZ; z++)
{
for (int x = 0; x < slicesX; x++)
{
// Draw the plane quad by quad (with textcoords)
- glTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
- glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
+ rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
+ rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
- glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
- glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
+ rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
+ rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
- glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
- glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
+ rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
+ rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
- glTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
- glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
+ rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
+ rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
}
}
- glEnd();
+ rlEnd();
- glPopMatrix();
+ rlPopMatrix();
}
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
-
- //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
- //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
- glPushMatrix();
- glScalef(spacing, 1.0f, spacing);
-
- glBegin(GL_LINES);
- for(int i = -halfSlices; i <= halfSlices; i++)
+ rlBegin(RL_LINES);
+ for(int i = -halfSlices; i <= halfSlices; i++)
+ {
+ if (i == 0)
{
- if (i == 0) glColor3f(0.5f, 0.5f, 0.5f);
- else glColor3f(0.75f, 0.75f, 0.75f);
-
- glVertex3f((float)i, 0.0f, (float)-halfSlices);
- glVertex3f((float)i, 0.0f, (float)halfSlices);
-
- glVertex3f((float)-halfSlices, 0.0f, (float)i);
- glVertex3f((float)halfSlices, 0.0f, (float)i);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
}
- glEnd();
-
- glPopMatrix();
-
- //glDisable(GL_LINE_SMOOTH);
+ else
+ {
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ }
+
+ rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
+ rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
+
+ rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
+ rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
+ }
+ rlEnd();
}
// Draw gizmo (with or without orbits)
@@ -418,44 +454,47 @@ void DrawGizmo(Vector3 position, bool orbits)
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
- glPushMatrix();
- glTranslatef(position.x, position.y, position.z);
+ // GL_LINE_SMOOTH is very poorly supported on desktop GL.
+ // A lot of drivers ignore it, so most people avoid using...
+
+ rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
//glRotatef(rotation, 0, 1, 0);
- glScalef(lenght, lenght, lenght);
+ rlScalef(lenght, lenght, lenght);
- glBegin(GL_LINES);
- glColor3f(1.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(1.0f, 0.0f, 0.0f);
+ rlBegin(GL_LINES);
+ rlColor3f(1.0f, 0.0f, 0.0f);
+ rlVertex3f(0.0f, 0.0f, 0.0f);
+ rlVertex3f(1.0f, 0.0f, 0.0f);
- glColor3f(0.0f, 1.0f, 0.0f);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
+ rlColor3f(0.0f, 1.0f, 0.0f);
+ rlVertex3f(0.0f, 0.0f, 0.0f);
+ rlVertex3f(0.0f, 1.0f, 0.0f);
- glColor3f(0.0f, 0.0f, 1.0f);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 0.0f, 1.0f);
- glEnd();
+ rlColor3f(0.0f, 0.0f, 1.0f);
+ rlVertex3f(0.0f, 0.0f, 0.0f);
+ rlVertex3f(0.0f, 0.0f, 1.0f);
+ rlEnd();
if (orbits)
{
- glBegin(GL_LINE_LOOP);
- glColor4f(1.0f, 0.0f, 0.0f, 0.4f);
- for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, 0, cos(DEG2RAD*i) * radius);
- glEnd();
+ rlBegin(GL_LINE_LOOP);
+ rlColor4f(1.0f, 0.0f, 0.0f, 0.4f);
+ for (int i=0; i < 360; i++) rlVertex3f(sin(DEG2RAD*i) * radius, 0, cos(DEG2RAD*i) * radius);
+ rlEnd();
- glBegin(GL_LINE_LOOP);
- glColor4f(0.0f, 1.0f, 0.0f, 0.4f);
- for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius, 0);
- glEnd();
+ rlBegin(GL_LINE_LOOP);
+ rlColor4f(0.0f, 1.0f, 0.0f, 0.4f);
+ for (int i=0; i < 360; i++) rlVertex3f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius, 0);
+ rlEnd();
- glBegin(GL_LINE_LOOP);
- glColor4f(0.0f, 0.0f, 1.0f, 0.4f);
- for (int i=0; i < 360; i++) glVertex3f(0, sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
- glEnd();
+ rlBegin(GL_LINE_LOOP);
+ rlColor4f(0.0f, 0.0f, 1.0f, 0.4f);
+ for (int i=0; i < 360; i++) rlVertex3f(0, sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
+ rlEnd();
}
- glPopMatrix();
+ rlPopMatrix();
//glDisable(GL_LINE_SMOOTH);
}
@@ -464,7 +503,7 @@ void DrawGizmo(Vector3 position, bool orbits)
// TODO: Add comments explaining this function process
Model LoadModel(const char *fileName)
{
- Model model;
+ struct Model model;
char dataType;
char comments[200];
@@ -664,6 +703,12 @@ Model LoadModel(const char *fileName)
fclose(objFile);
+#ifdef USE_OPENGL_33
+
+ // TODO: Use loaded data to generate VAO
+
+#endif
+
return model;
}
@@ -749,6 +794,12 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
trisCounter += 2;
}
}
+
+#ifdef USE_OPENGL_33
+
+ // TODO: Use loaded data to generate VAO
+
+#endif
return model;
}
@@ -767,6 +818,8 @@ void DrawModel(Model model, Vector3 position, float scale, Color color)
// NOTE: For models we use Vertex Arrays (OpenGL 1.1)
//static int rotation = 0;
+ // NOTE: Add OpenGL 3.3+ VAOs-based drawing! --> Move this stuff to rlgl?
+
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
@@ -776,41 +829,60 @@ void DrawModel(Model model, Vector3 position, float scale, Color color)
glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED)
- glPushMatrix();
- glTranslatef(position.x, position.y, position.z);
+ rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
//glRotatef(rotation * GetFrameTime(), 0, 1, 0);
- glScalef(scale, scale, scale);
+ rlScalef(scale, scale, scale);
- glColor4ub(color.r, color.g, color.b, color.a);
+ rlColor4ub(color.r, color.g, color.b, color.a);
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
- glPopMatrix();
+ rlPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
//rotation += 10;
+
+// Model drawing in OpenGL 3.3+, transform is passed to shader
+/*
+ glUseProgram(shaderProgram); // Use our shader
+
+ Matrix modelview = MatrixMultiply(model.transform, view);
+
+ glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
+ glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
+ glUniform1i(textureLoc, 0);
+
+ glBindVertexArray(model.vaoId);
+ glBindTexture(GL_TEXTURE_2D, model.texId);
+
+ glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+ glBindVertexArray(0); // Unbind VAO
+*/
}
// Draw a textured model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint)
{
- glEnable(GL_TEXTURE_2D);
-
- glBindTexture(GL_TEXTURE_2D, texture.glId);
+ rlEnableTexture(texture.glId);
DrawModel(model, position, scale, tint);
- glDisable(GL_TEXTURE_2D);
+ rlDisableTexture();
}
// Draw a model wires
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ // TODO: Draw model using RL_LINES... or look for a way to deal with polygon mode!
+
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
DrawModel(model, position, scale, color);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw a billboard
@@ -842,20 +914,18 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
- glEnable(GL_TEXTURE_2D);
-
- glBindTexture(GL_TEXTURE_2D, texture.glId);
+ rlEnableTexture(texture.glId);
- glBegin(GL_QUADS);
- glColor4ub(tint.r, tint.g, tint.b, tint.a);
- glNormal3f(0.0f, 1.0f, 0.0f);
- glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
- glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
- glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
- glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
- glEnd();
-
- glDisable(GL_TEXTURE_2D);
+ rlBegin(RL_QUADS);
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+ rlNormal3f(0.0f, 1.0f, 0.0f);
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
+ rlEnd();
+
+ rlDisableTexture();
}
// Draw a billboard (part of a texture defined by a rectangle)
@@ -887,92 +957,33 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
- glEnable(GL_TEXTURE_2D); // Enable textures usage
+ rlEnableTexture(texture.glId);
- glBindTexture(GL_TEXTURE_2D, texture.glId);
-
- glBegin(GL_QUADS);
- glColor4ub(tint.r, tint.g, tint.b, tint.a);
+ rlBegin(RL_QUADS);
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
- glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
- glVertex3f(a.x, a.y, a.z);
+ rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
+ rlVertex3f(a.x, a.y, a.z);
// Bottom-right corner for texture and quad
- glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
- glVertex3f(b.x, b.y, b.z);
+ rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
+ rlVertex3f(b.x, b.y, b.z);
// Top-right corner for texture and quad
- glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
- glVertex3f(c.x, c.y, c.z);
+ rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
+ rlVertex3f(c.x, c.y, c.z);
// Top-left corner for texture and quad
- glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
- glVertex3f(d.x, d.y, d.z);
- glEnd();
+ rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
+ rlVertex3f(d.x, d.y, d.z);
+ rlEnd();
- glDisable(GL_TEXTURE_2D); // Disable textures usage
+ rlDisableTexture();
}
// Get current vertex y altitude (proportional to pixel colors in grayscale)
static float GetHeightValue(Color pixel)
{
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
-}
-
-// Returns camera look-at matrix (view matrix)
-static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
-{
- Matrix result;
-
- Vector3 z = VectorSubtract(eye, target);
- VectorNormalize(&z);
- Vector3 x = VectorCrossProduct(up, z);
- VectorNormalize(&x);
- Vector3 y = VectorCrossProduct(z, x);
- VectorNormalize(&y);
-
- result.m0 = x.x;
- result.m1 = x.y;
- result.m2 = x.z;
- result.m3 = -((x.x * eye.x) + (x.y * eye.y) + (x.z * eye.z));
- result.m4 = y.x;
- result.m5 = y.y;
- result.m6 = y.z;
- result.m7 = -((y.x * eye.x) + (y.y * eye.y) + (y.z * eye.z));
- result.m8 = z.x;
- result.m9 = z.y;
- result.m10 = z.z;
- result.m11 = -((z.x * eye.x) + (z.y * eye.y) + (z.z * eye.z));
- result.m12 = 0;
- result.m13 = 0;
- result.m14 = 0;
- result.m15 = 1;
-
- return result;
-}
-
-// Transposes provided matrix
-static void MatrixTranspose(Matrix *mat)
-{
- Matrix temp;
-
- temp.m0 = mat->m0;
- temp.m1 = mat->m4;
- temp.m2 = mat->m8;
- temp.m3 = mat->m12;
- temp.m4 = mat->m1;
- temp.m5 = mat->m5;
- temp.m6 = mat->m9;
- temp.m7 = mat->m13;
- temp.m8 = mat->m2;
- temp.m9 = mat->m6;
- temp.m10 = mat->m10;
- temp.m11 = mat->m14;
- temp.m12 = mat->m3;
- temp.m13 = mat->m7;
- temp.m14 = mat->m11;
- temp.m15 = mat->m15;
-
- *mat = temp;
} \ No newline at end of file