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| author | victorfisac <victorfisac@gmail.com> | 2016-05-29 22:24:01 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-29 22:24:01 +0200 |
| commit | 26833f5aae470f480be8c2582274699f6eac8824 (patch) | |
| tree | 293f5c6132973e211c0cdefc006097b67a02774d /src | |
| parent | dcd6942ed1ab703625f5c7072cbcfd823c681db7 (diff) | |
| parent | ea5b00528b0cb1e5cc1e7169a195b75915c8607a (diff) | |
| download | raylib-26833f5aae470f480be8c2582274699f6eac8824.tar.gz raylib-26833f5aae470f480be8c2582274699f6eac8824.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 36 | ||||
| -rw-r--r-- | src/raylib.h | 34 | ||||
| -rw-r--r-- | src/rlgl.c | 38 | ||||
| -rw-r--r-- | src/rlgl.h | 9 | ||||
| -rw-r--r-- | src/textures.c | 7 | ||||
| -rw-r--r-- | src/windows_compile.bat | 2 |
6 files changed, 83 insertions, 43 deletions
@@ -562,9 +562,8 @@ void Begin2dMode(Camera2D camera) Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); - Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); - + Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); rlMultMatrixf(MatrixToFloat(matTransform)); @@ -627,11 +626,24 @@ void BeginTextureMode(RenderTexture2D target) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - rlEnableRenderTexture(target.id); - + rlEnableRenderTexture(target.id); // Enable render target + rlClearScreenBuffers(); // Clear render texture buffers + + // Set viewport to framebuffer size + rlViewport(0, 0, target.texture.width, target.texture.height); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) } // Ends drawing to render texture @@ -639,7 +651,21 @@ void EndTextureMode(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - rlDisableRenderTexture(); + rlDisableRenderTexture(); // Disable render target + + // Set viewport to default framebuffer size (screen size) + // TODO: consider possible viewport offsets + rlViewport(0, 0, GetScreenWidth(), GetScreenHeight()); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) } // Set target FPS for the game diff --git a/src/raylib.h b/src/raylib.h index 9cd02fd8..d0231be2 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -369,6 +369,7 @@ typedef struct BoundingBox { // Vertex data definning a mesh typedef struct Mesh { int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) @@ -376,8 +377,7 @@ typedef struct Mesh { float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned short *indices; // vertex indices (in case vertex data comes indexed) - int triangleCount; // number of triangles stored (indexed or not) - + BoundingBox bounds; // mesh limits defined by min and max points unsigned int vaoId; // OpenGL Vertex Array Object id @@ -389,30 +389,30 @@ typedef struct Shader { unsigned int id; // Shader program id // Vertex attributes locations (default locations) - int vertexLoc; // Vertex attribute location point (default-location = 0) - int texcoordLoc; // Texcoord attribute location point (default-location = 1) - int normalLoc; // Normal attribute location point (default-location = 2) - int colorLoc; // Color attibute location point (default-location = 3) - int tangentLoc; // Tangent attribute location point (default-location = 4) + int vertexLoc; // Vertex attribute location point (default-location = 0) + int texcoordLoc; // Texcoord attribute location point (default-location = 1) int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) + int normalLoc; // Normal attribute location point (default-location = 2) + int tangentLoc; // Tangent attribute location point (default-location = 4) + int colorLoc; // Color attibute location point (default-location = 3) // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Diffuse color uniform location point (fragment shader) - // Texture map locations - int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) - int mapNormalLoc; // Normal map texture uniform location point (fragment shader) - int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Material type typedef struct Material { - Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) + Shader shader; // Standard shader (supports 3 map textures) - Texture2D texDiffuse; // Diffuse texture - Texture2D texNormal; // Normal texture - Texture2D texSpecular; // Specular texture + Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) + Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) + Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color @@ -439,8 +439,8 @@ typedef struct LightData { Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) float attenuation; // Lost of light intensity with distance (world distance) - Color diffuse; // Use Vector3 diffuse - float intensity; + Color diffuse; // Light color + float intensity; // Light intensity level float coneAngle; // Spot light max angle } LightData, *Light; @@ -404,6 +404,12 @@ void rlOrtho(double left, double right, double bottom, double top, double near, #endif +// Set the viewport area (trasnformation from normalized device coordinates to window coordinates) +void rlViewport(int x, int y, int width, int height) +{ + glViewport(x, y, width, height); +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- @@ -725,17 +731,25 @@ void rlDisableTexture(void) #endif } +// Enable rendering to texture (fbo) void rlEnableRenderTexture(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindFramebuffer(GL_FRAMEBUFFER, id); + + //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping + //glCullFace(GL_FRONT); #endif } +// Disable rendering to texture void rlDisableRenderTexture(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindFramebuffer(GL_FRAMEBUFFER, 0); + + //glEnable(GL_CULL_FACE); + //glCullFace(GL_BACK); #endif } @@ -1792,23 +1806,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); - glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 + glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0 - if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) + if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1)) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, material.texNormal.id); - glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 + glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1 // TODO: Upload to shader normalDepth //glUniform1f(???, material.normalDepth); } - if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) + if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); - glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 + glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2 } if (vaoSupported) @@ -2569,19 +2583,19 @@ static void LoadDefaultShaderLocations(Shader *shader) // Get handles to GLSL input attibute locations shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); + shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); - shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); - shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); + shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); // Get handles to GLSL uniform locations (vertex shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment shader) shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse"); - shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); - shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); - shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); + shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0"); + shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1"); + shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2"); } // Unload default shader @@ -2864,8 +2878,10 @@ static void DrawDefaultBuffers(void) Matrix matMVP = MatrixMultiply(modelview, projection); glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - glUniform1i(currentShader.mapDiffuseLoc, 0); glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(currentShader.mapTexture0Loc, 0); + + // NOTE: Additional map textures not considered for default buffers drawing } // Draw lines buffers @@ -171,10 +171,10 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) - // Texture map locations - int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) - int mapNormalLoc; // Normal map texture uniform location point (fragment shader) - int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Texture2D type @@ -247,6 +247,7 @@ void rlScalef(float x, float y, float z); // Multiply the current matrix b void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix void rlFrustum(double left, double right, double bottom, double top, double near, double far); void rlOrtho(double left, double right, double bottom, double top, double near, double far); +void rlViewport(int x, int y, int width, int height); // Set the viewport area //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations diff --git a/src/textures.c b/src/textures.c index 79047ab7..439311f6 100644 --- a/src/textures.c +++ b/src/textures.c @@ -1385,10 +1385,6 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) { Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) }; - - if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; - if (sourceRec.height < 0) sourceRec.y -= sourceRec.height; - Vector2 origin = { 0, 0 }; DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint); @@ -1398,6 +1394,9 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co // NOTE: origin is relative to destination rectangle size void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) { + if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; + if (sourceRec.height < 0) sourceRec.y -= sourceRec.height; + rlEnableTexture(texture.id); rlPushMatrix(); diff --git a/src/windows_compile.bat b/src/windows_compile.bat deleted file mode 100644 index f1d0fb29..00000000 --- a/src/windows_compile.bat +++ /dev/null @@ -1,2 +0,0 @@ -set PATH=C:\raylib\MinGW\bin;%PATH% -mingw32-make
\ No newline at end of file |
