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authorvictorfisac <victorfisac@gmail.com>2016-03-16 12:40:08 +0100
committervictorfisac <victorfisac@gmail.com>2016-03-16 12:40:08 +0100
commitd72849409982266b99dd00741bf807ef10ba3c6c (patch)
tree86098d3d7f0254712ed2fa9f64d43ab98fc54ce3 /src
parent78e4772f21cda45c219ce88a713708b6b0680e8f (diff)
parent5bcda7bf1526c40f605de3abcde4fd10d81c6cc5 (diff)
downloadraylib-d72849409982266b99dd00741bf807ef10ba3c6c.tar.gz
raylib-d72849409982266b99dd00741bf807ef10ba3c6c.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src')
-rw-r--r--src/Makefile (renamed from src/makefile)0
-rw-r--r--src/camera.c8
-rw-r--r--src/camera.h1
-rw-r--r--src/core.c76
-rw-r--r--src/gestures.c10
-rw-r--r--src/models.c298
-rw-r--r--src/raygui.c46
-rw-r--r--src/raylib.h77
-rw-r--r--src/raymath.h2
-rw-r--r--src/rlgl.c303
-rw-r--r--src/rlgl.h24
-rw-r--r--src/shapes.c45
-rw-r--r--src/text.c22
-rw-r--r--src/textures.c57
14 files changed, 406 insertions, 563 deletions
diff --git a/src/makefile b/src/Makefile
index cab2ced0..cab2ced0 100644
--- a/src/makefile
+++ b/src/Makefile
diff --git a/src/camera.c b/src/camera.c
index 517e4a2b..8e5c527e 100644
--- a/src/camera.c
+++ b/src/camera.c
@@ -84,7 +84,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
static Vector2 cameraAngle = { 0.0f, 0.0f };
static float cameraTargetDistance = 5.0f;
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
@@ -212,6 +212,12 @@ void SetCameraTarget(Vector3 target)
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
}
+// Set internal camera fovy
+void SetCameraFovy(float fovy)
+{
+ internalCamera.fovy = fovy;
+}
+
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int panKey)
{
diff --git a/src/camera.h b/src/camera.h
index 9ad09c6f..8d8029af 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -81,6 +81,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
+void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
diff --git a/src/core.c b/src/core.c
index dbcfa6bc..6b2321c2 100644
--- a/src/core.c
+++ b/src/core.c
@@ -560,8 +560,25 @@ void BeginDrawing(void)
// NOTE: Not required with OpenGL 3.3+
}
-// Setup drawing canvas with extended parameters
-void BeginDrawingEx(int blendMode, Shader shader, Matrix transform)
+// Setup drawing canvas with 2d camera
+void BeginDrawingEx(Camera2D camera)
+{
+ BeginDrawing();
+
+ // TODO: Consider origin offset on position, rotation, scaling
+
+ 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.position.x, camera.position.y, 0.0f);
+ Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f);
+
+ Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
+
+ rlMultMatrixf(MatrixToFloat(matTransform));
+}
+
+// Setup drawing canvas with pro parameters
+void BeginDrawingPro(int blendMode, Shader shader, Matrix transform)
{
BeginDrawing();
@@ -609,14 +626,14 @@ void Begin3dMode(Camera camera)
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
-
+
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
- double top = 0.1*tan(45.0*PI/360.0);
+ double top = 0.01*tan(camera.fovy*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
- rlFrustum(-right, right, -top, top, 0.1f, 1000.0f);
+ rlFrustum(-right, right, -top, top, 0.01, 1000.0);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@@ -867,16 +884,8 @@ int StorageLoadValue(int position)
}
// Returns a ray trace from mouse position
-//http://www.songho.ca/opengl/gl_transform.html
-//http://www.songho.ca/opengl/gl_matrix.html
-//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
-//https://www.opengl.org/archives/resources/faq/technical/transformations.htm
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
-{
- // Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html
- // Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum
- // or matrix order (transpose it or not... that's the question)
-
+{
Ray ray;
// Calculate normalized device coordinates
@@ -886,40 +895,48 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
float z = 1.0f;
// Store values in a vector
- Vector3 deviceCoords = {x, y, z};
+ Vector3 deviceCoords = { x, y, z };
- // Device debug message
- TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
+ TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
- // Calculate projection matrix (from perspective instead of frustum
- Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
+ // Calculate projection matrix (from perspective instead of frustum)
+ Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Do I need to transpose it? It seems that yes...
- // NOTE: matrix order is maybe incorrect... In OpenGL to get world position from
+ // NOTE: matrix order may be incorrect... In OpenGL to get world position from
// camera view it just needs to get inverted, but here we need to transpose it too.
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
+//#define USE_RLGL_UNPROJECT
+#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject()
+
+ Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
+ Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
+
+#else // OPTION 2: Compute unprojection directly here
+
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
// Calculate far and near points
- Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
- Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
+ Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
+ Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
// Calculate normalized world points in vectors
- Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w};
- Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w};
+ Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
+ Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
+#endif
// Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);
@@ -936,7 +953,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector2 WorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
- Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
+ Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
@@ -1718,10 +1735,11 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
TakeScreenshot();
}
#endif
- else currentKeyState[key] = action;
-
- // TODO: Review (and remove) this HACK for GuiTextBox, to deteck back key
- if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3;
+ else
+ {
+ currentKeyState[key] = action;
+ if (action == GLFW_PRESS) lastKeyPressed = key;
+ }
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
diff --git a/src/gestures.c b/src/gestures.c
index e615c06d..583b77cd 100644
--- a/src/gestures.c
+++ b/src/gestures.c
@@ -72,7 +72,7 @@ static Vector2 moveDownPosition2 = { 0.0f, 0.0f };
static int numTap = 0;
static int pointCount = 0;
-static int touchId = -1;
+static int firstTouchId = -1;
static double eventTime = 0.0;
static double swipeTime = 0.0;
@@ -120,9 +120,7 @@ void ProcessGestureEvent(GestureEvent event)
pointCount = event.pointCount; // Required on UpdateGestures()
if (pointCount < 2)
- {
- touchId = event.pointerId[0];
-
+ {
if (event.touchAction == TOUCH_DOWN)
{
numTap++; // Tap counter
@@ -145,6 +143,8 @@ void ProcessGestureEvent(GestureEvent event)
touchUpPosition = touchDownPosition;
eventTime = GetCurrentTime();
+ firstTouchId = event.pointerId[0];
+
dragVector = (Vector2){ 0.0f, 0.0f };
}
else if (event.touchAction == TOUCH_UP)
@@ -158,7 +158,7 @@ void ProcessGestureEvent(GestureEvent event)
startMoving = false;
// Detect GESTURE_SWIPE
- if ((dragIntensity > FORCE_TO_SWIPE) && (touchId == 0)) // RAY: why check (touchId == 0)???
+ if ((dragIntensity > FORCE_TO_SWIPE) && firstTouchId == event.pointerId[0])
{
// NOTE: Angle should be inverted in Y
dragAngle = 360.0f - Vector2Angle(touchDownPosition, touchUpPosition);
diff --git a/src/models.c b/src/models.c
index 8a36c279..a1590424 100644
--- a/src/models.c
+++ b/src/models.c
@@ -56,6 +56,8 @@ extern unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static Mesh LoadOBJ(const char *fileName);
+static Mesh GenMeshHeightmap(Image image, Vector3 size);
+static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
//----------------------------------------------------------------------------------
// Module Functions Definition
@@ -446,41 +448,24 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{
- // NOTE: QUADS usage require defining a texture on OpenGL 3.3+
- if (rlGetVersion() != OPENGL_11) rlEnableTexture(whiteTexture); // Default white texture
-
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(size.x, 1.0f, size.y);
- rlBegin(RL_QUADS);
+ rlBegin(RL_TRIANGLES);
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();
- if (rlGetVersion() != OPENGL_11) rlDisableTexture();
-}
+ rlVertex3f(0.5f, 0.0f, -0.5f);
+ rlVertex3f(-0.5f, 0.0f, -0.5f);
+ rlVertex3f(-0.5f, 0.0f, 0.5f);
-// Draw a quad
-void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color)
-{
- // TODO: Calculate normals from vertex position
-
- rlBegin(RL_QUADS);
- rlColor4ub(color.r, color.g, color.b, color.a);
- //rlNormal3f(0.0f, 0.0f, 0.0f);
-
- rlVertex3f(v1.x, v1.y, v1.z);
- rlVertex3f(v2.x, v2.y, v2.z);
- rlVertex3f(v3.x, v3.y, v3.z);
- rlVertex3f(v4.x, v4.y, v4.z);
- rlEnd();
+ rlVertex3f(-0.5f, 0.0f, 0.5f);
+ rlVertex3f(0.5f, 0.0f, 0.5f);
+ rlVertex3f(0.5f, 0.0f, -0.5f);
+ rlEnd();
+ rlPopMatrix();
}
// Draw a ray line
@@ -566,28 +551,15 @@ Model LoadModel(const char *fileName)
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
- if (mesh.vertexCount == 0)
- {
- TraceLog(WARNING, "Model could not be loaded");
- }
+ if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
else
{
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(mesh); // Upload vertex data to GPU
- // Now that vertex data is uploaded to GPU, we can free arrays
- // NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
- // NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh
-
- /*
- if (rlGetVersion() != OPENGL_11)
- {
- free(mesh.vertices);
- free(mesh.texcoords);
- free(mesh.normals);
- free(mesh.colors);
- }
- */
+ // NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
+ // We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
+ // ...but we could keep CPU vertex data in case we need to update the mesh
}
return model;
@@ -610,6 +582,54 @@ Model LoadModelEx(Mesh data)
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
{
+ Mesh mesh = GenMeshHeightmap(heightmap, size);
+ Model model = rlglLoadModel(mesh);
+
+ return model;
+}
+
+// Load a map image as a 3d model (cubes based)
+Model LoadCubicmap(Image cubicmap)
+{
+ Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
+ Model model = rlglLoadModel(mesh);
+
+ return model;
+}
+
+// Unload 3d model from memory
+void UnloadModel(Model model)
+{
+ // Unload mesh data
+ free(model.mesh.vertices);
+ free(model.mesh.texcoords);
+ free(model.mesh.normals);
+ free(model.mesh.colors);
+ //if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
+ //if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
+
+ rlDeleteBuffers(model.mesh.vboId[0]); // vertex
+ rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
+ rlDeleteBuffers(model.mesh.vboId[2]); // normals
+ //rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
+ //rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
+ //rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
+
+ rlDeleteVertexArrays(model.mesh.vaoId);
+
+ if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
+}
+
+// Link a texture to a model
+void SetModelTexture(Model *model, Texture2D texture)
+{
+ if (texture.id <= 0) model->material.texDiffuse.id = whiteTexture; // Use default white texture
+ else model->material.texDiffuse = texture;
+}
+
+static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
+{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
Mesh mesh;
@@ -714,34 +734,17 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
- // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
-
- Model model = rlglLoadModel(mesh);
-
- // Now that vertex data is uploaded to GPU, we can free arrays
- // NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
- if (rlGetVersion() != OPENGL_11)
- {
- free(mesh.vertices);
- free(mesh.texcoords);
- free(mesh.normals);
- free(mesh.colors);
- }
-
- return model;
+ return mesh;
}
-// Load a map image as a 3d model (cubes based)
-Model LoadCubicmap(Image cubicmap)
+static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
Mesh mesh;
Color *cubicmapPixels = GetImageData(cubicmap);
- // Map cube size will be 1.0
- float mapCubeSide = 1.0f;
- int mapWidth = cubicmap.width*(int)mapCubeSide;
- int mapHeight = cubicmap.height*(int)mapCubeSide;
+ int mapWidth = cubicmap.width*(int)cubeSize.x;
+ int mapHeight = cubicmap.height*(int)cubeSize.z;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
@@ -750,9 +753,9 @@ Model LoadCubicmap(Image cubicmap)
int tcCounter = 0; // Used to count texcoords
int nCounter = 0; // Used to count normals
- float w = mapCubeSide;
- float h = mapCubeSide;
- float h2 = mapCubeSide*1.5f; // TODO: Review walls height...
+ float w = cubeSize.x;
+ float h = cubeSize.z;
+ float h2 = cubeSize.y;
Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2));
@@ -781,9 +784,9 @@ Model LoadCubicmap(Image cubicmap)
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
- for (int z = 0; z < mapHeight; z += mapCubeSide)
+ for (int z = 0; z < mapHeight; z += cubeSize.z)
{
- for (int x = 0; x < mapWidth; x += mapCubeSide)
+ for (int x = 0; x < mapWidth; x += cubeSize.x)
{
// Define the 8 vertex of the cube, we will combine them accordingly later...
Vector3 v1 = { x - w/2, h2, z - h/2 };
@@ -1087,59 +1090,9 @@ Model LoadCubicmap(Image cubicmap)
free(mapNormals);
free(mapTexcoords);
- free(cubicmapPixels);
-
- // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
-
- Model model = rlglLoadModel(mesh);
-
- // Now that vertex data is uploaded to GPU, we can free arrays
- // NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
- if (rlGetVersion() != OPENGL_11)
- {
- free(mesh.vertices);
- free(mesh.texcoords);
- free(mesh.normals);
- free(mesh.colors);
- }
-
- return model;
-}
-
-// Unload 3d model from memory
-void UnloadModel(Model model)
-{
- if (rlGetVersion() == OPENGL_11)
- {
- free(model.mesh.vertices);
- free(model.mesh.texcoords);
- free(model.mesh.normals);
- }
-
- rlDeleteBuffers(model.mesh.vboId[0]);
- rlDeleteBuffers(model.mesh.vboId[1]);
- rlDeleteBuffers(model.mesh.vboId[2]);
-
- rlDeleteVertexArrays(model.mesh.vaoId);
+ free(cubicmapPixels); // Free image pixel data
- if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
-}
-
-// Link a texture to a model
-void SetModelTexture(Model *model, Texture2D texture)
-{
- if (texture.id <= 0)
- {
- // Use default white texture (use mesh color)
- model->texture.id = whiteTexture; // OpenGL 1.1
- model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
- }
- else
- {
- model->texture = texture;
- model->shader.texDiffuseId = texture.id;
- }
+ return mesh;
}
// Draw a model (with texture if set)
@@ -1177,60 +1130,25 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
- // NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
- Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
-
- Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
- MatrixTranspose(&viewMatrix);
-
- Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
- //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
+ Rectangle sourceRec = { 0, 0, texture.width, texture.height };
- // NOTE: Billboard locked to axis-Y
- Vector3 up = { 0.0f, 1.0f, 0.0f };
-/*
- a-------b
- | |
- | * |
- | |
- d-------c
-*/
- VectorScale(&right, sizeRatio.x/2);
- VectorScale(&up, sizeRatio.y/2);
-
- Vector3 p1 = VectorAdd(right, up);
- Vector3 p2 = VectorSubtract(right, up);
-
- Vector3 a = VectorSubtract(center, p2);
- Vector3 b = VectorAdd(center, p1);
- Vector3 c = VectorAdd(center, p2);
- Vector3 d = VectorSubtract(center, p1);
-
- rlEnableTexture(texture.id);
-
- rlBegin(RL_QUADS);
- rlColor4ub(tint.r, tint.g, tint.b, tint.a);
-
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
- rlEnd();
-
- rlDisableTexture();
+ DrawBillboardRec(camera, texture, sourceRec, center, size, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
- Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
+ Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
- Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
+ //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
+
+ // NOTE: Billboard locked on axis-Y
+ Vector3 up = { 0.0f, 1.0f, 0.0f };
/*
a-------b
| |
@@ -1275,7 +1193,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
}
// Draw a bounding box with wires
-void DrawBoundingBox(BoundingBox box)
+void DrawBoundingBox(BoundingBox box, Color color)
{
Vector3 size;
@@ -1285,7 +1203,7 @@ void DrawBoundingBox(BoundingBox box)
Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f };
- DrawCubeWires(center, size.x, size.y, size.z, GREEN);
+ DrawCubeWires(center, size.x, size.y, size.z, color);
}
// Detect collision between two spheres
@@ -1306,14 +1224,14 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
// Detect collision between two boxes
// NOTE: Boxes are defined by two points minimum and maximum
-bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
+bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
{
bool collision = true;
- if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
+ if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x))
{
- if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false;
- if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false;
+ if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false;
+ if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false;
}
else collision = false;
@@ -1321,30 +1239,22 @@ bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, V
}
// Detect collision between box and sphere
-bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
+bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere)
{
bool collision = false;
- if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) &&
- (maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere))
- {
- collision = true;
- }
- else
- {
- float dmin = 0;
+ float dmin = 0;
- if (centerSphere.x - minBBox.x <= radiusSphere) dmin += (centerSphere.x - minBBox.x)*(centerSphere.x - minBBox.x);
- else if (maxBBox.x - centerSphere.x <= radiusSphere) dmin += (centerSphere.x - maxBBox.x)*(centerSphere.x - maxBBox.x);
+ if (centerSphere.x < box.min.x) dmin += pow(centerSphere.x - box.min.x, 2);
+ else if (centerSphere.x > box.max.x) dmin += pow(centerSphere.x - box.max.x, 2);
- if (centerSphere.y - minBBox.y <= radiusSphere) dmin += (centerSphere.y - minBBox.y)*(centerSphere.y - minBBox.y);
- else if (maxBBox.y - centerSphere.y <= radiusSphere) dmin += (centerSphere.y - maxBBox.y)*(centerSphere.y - maxBBox.y);
+ if (centerSphere.y < box.min.y) dmin += pow(centerSphere.y - box.min.y, 2);
+ else if (centerSphere.y > box.max.y) dmin += pow(centerSphere.y - box.max.y, 2);
- if (centerSphere.z - minBBox.z <= radiusSphere) dmin += (centerSphere.z - minBBox.z)*(centerSphere.z - minBBox.z);
- else if (maxBBox.z - centerSphere.z <= radiusSphere) dmin += (centerSphere.z - maxBBox.z)*(centerSphere.z - maxBBox.z);
+ if (centerSphere.z < box.min.z) dmin += pow(centerSphere.z - box.min.z, 2);
+ else if (centerSphere.z > box.max.z) dmin += pow(centerSphere.z - box.max.z, 2);
- if (dmin <= radiusSphere*radiusSphere) collision = true;
- }
+ if (dmin <= (radiusSphere*radiusSphere)) collision = true;
return collision;
}
@@ -1395,17 +1305,17 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
}
// Detect collision between ray and bounding box
-bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
+bool CheckCollisionRayBox(Ray ray, BoundingBox box)
{
bool collision = false;
float t[8];
- t[0] = (minBBox.x - ray.position.x)/ray.direction.x;
- t[1] = (maxBBox.x - ray.position.x)/ray.direction.x;
- t[2] = (minBBox.y - ray.position.y)/ray.direction.y;
- t[3] = (maxBBox.y - ray.position.y)/ray.direction.y;
- t[4] = (minBBox.z - ray.position.z)/ray.direction.z;
- t[5] = (maxBBox.z - ray.position.z)/ray.direction.z;
+ t[0] = (box.min.x - ray.position.x)/ray.direction.x;
+ t[1] = (box.max.x - ray.position.x)/ray.direction.x;
+ t[2] = (box.min.y - ray.position.y)/ray.direction.y;
+ t[3] = (box.max.y - ray.position.y)/ray.direction.y;
+ t[4] = (box.min.z - ray.position.z)/ray.direction.z;
+ t[5] = (box.max.z - ray.position.z)/ray.direction.z;
t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
@@ -1712,7 +1622,7 @@ static Mesh LoadOBJ(const char *fileName)
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
- // NOTE: faces MUST be defined as TRIANGLES, not QUADS
+ // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
diff --git a/src/raygui.c b/src/raygui.c
index 60df2121..95cea0b6 100644
--- a/src/raygui.c
+++ b/src/raygui.c
@@ -59,16 +59,16 @@ static int style[NUM_PROPERTIES] = {
1, // GLOBAL_BORDER_WIDTH
0xf5f5f5ff, // BACKGROUND_COLOR
1, // LABEL_BORDER_WIDTH
- 0x000000ff, // LABEL_TEXT_COLOR
+ 0x4d4d4dff, // LABEL_TEXT_COLOR
20, // LABEL_TEXT_PADDING
2, // BUTTON_BORDER_WIDTH
20, // BUTTON_TEXT_PADDING
0x828282ff, // BUTTON_DEFAULT_BORDER_COLOR
0xc8c8c8ff, // BUTTON_DEFAULT_INSIDE_COLOR
- 0x000000ff, // BUTTON_DEFAULT_TEXT_COLOR
+ 0x4d4d4dff, // BUTTON_DEFAULT_TEXT_COLOR
0xc8c8c8ff, // BUTTON_HOVER_BORDER_COLOR
0xffffffff, // BUTTON_HOVER_INSIDE_COLOR
- 0x000000ff, // BUTTON_HOVER_TEXT_COLOR
+ 0x353535ff, // BUTTON_HOVER_TEXT_COLOR
0x7bb0d6ff, // BUTTON_PRESSED_BORDER_COLOR
0xbcecffff, // BUTTON_PRESSED_INSIDE_COLOR
0x5f9aa7ff, // BUTTON_PRESSED_TEXT_COLOR
@@ -120,7 +120,7 @@ static int style[NUM_PROPERTIES] = {
0x000000ff, // SPINNER_PRESSED_TEXT_COLOR
1, // COMBOBOX_PADDING
30, // COMBOBOX_BUTTON_WIDTH
- 30, // COMBOBOX_BUTTON_HEIGHT
+ 20, // COMBOBOX_BUTTON_HEIGHT
1, // COMBOBOX_BORDER_WIDTH
0x828282ff, // COMBOBOX_DEFAULT_BORDER_COLOR
0xc8c8c8ff, // COMBOBOX_DEFAULT_INSIDE_COLOR
@@ -258,15 +258,28 @@ bool GuiToggleButton(Rectangle bounds, const char *text, bool toggle)
//--------------------------------------------------------------------
if (toggleButton.width < textWidth) toggleButton.width = textWidth + style[TOGGLE_TEXT_PADDING];
if (toggleButton.height < textHeight) toggleButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2;
+
+ if (toggle) toggleState = TOGGLE_ACTIVE;
+ else toggleState = TOGGLE_UNACTIVE;
+
if (CheckCollisionPointRec(mousePoint, toggleButton))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) toggleState = TOGGLE_PRESSED;
- else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) toggleState = TOGGLE_ACTIVE;
+ else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+ {
+ if (toggle)
+ {
+ toggle = false;
+ toggleState = TOGGLE_UNACTIVE;
+ }
+ else
+ {
+ toggle = true;
+ toggleState = TOGGLE_ACTIVE;
+ }
+ }
else toggleState = TOGGLE_HOVER;
}
-
- if (toggleState == TOGGLE_ACTIVE && !toggle) toggle = true;
- if (toggle) toggleState = TOGGLE_ACTIVE;
//--------------------------------------------------------------------
// Draw control
@@ -789,11 +802,11 @@ int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue)
// NOTE: Requires static variables: framesCounter - ERROR!
char *GuiTextBox(Rectangle bounds, char *text)
{
- #define MAX_CHARS_LENGTH 20
- #define KEY_BACKSPACE_TEXT 3
+ #define MAX_CHARS_LENGTH 20
+ #define KEY_BACKSPACE_TEXT 259 // GLFW BACKSPACE: 3 + 256
int initPos = bounds.x + 4;
- char letter = -1;
+ int letter = -1;
static int framesCounter = 0;
Vector2 mousePoint = GetMousePosition();
@@ -822,12 +835,15 @@ char *GuiTextBox(Rectangle bounds, char *text)
}
else
{
- for (int i = 0; i < MAX_CHARS_LENGTH; i++)
+ if ((letter >= 32) && (letter < 127))
{
- if (text[i] == '\0')
+ for (int i = 0; i < MAX_CHARS_LENGTH; i++)
{
- text[i] = letter;
- break;
+ if (text[i] == '\0')
+ {
+ text[i] = (char)letter;
+ break;
+ }
}
}
}
diff --git a/src/raylib.h b/src/raylib.h
index b9cf05a4..527d0cb9 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -309,11 +309,20 @@ typedef struct SpriteFont {
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
- Vector3 position;
- Vector3 target;
- Vector3 up;
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Field-Of-View apperture in Y (degrees)
} Camera;
+// Camera2D type, defines a 2d camera
+typedef struct Camera2D {
+ Vector2 position; // Camera position
+ Vector2 origin; // Camera origin (for rotation and zoom)
+ float rotation; // Camera rotation in degrees
+ float zoom; // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
// Bounding box type
typedef struct BoundingBox {
Vector3 min;
@@ -338,12 +347,7 @@ typedef struct Mesh {
// Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
-
- // TODO: This should be Texture2D objects
- unsigned int texDiffuseId; // Diffuse texture id
- unsigned int texNormalId; // Normal texture id
- unsigned int texSpecularId; // Specular texture id
+ unsigned int id; // Shader program id
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
@@ -361,20 +365,19 @@ typedef struct Shader {
} Shader;
// Material type
-// TODO: Redesign material-shaders-textures system
typedef struct Material {
- //Shader shader;
+ Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
- //Texture2D texDiffuse; // Diffuse texture
- //Texture2D texNormal; // Normal texture
- //Texture2D texSpecular; // Specular texture
+ Texture2D texDiffuse; // Diffuse texture
+ Texture2D texNormal; // Normal texture
+ Texture2D texSpecular; // Specular texture
- Color colDiffuse;
- Color colAmbient;
- Color colSpecular;
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness;
- float normalDepth;
+ float glossiness; // Glossiness level
+ float normalDepth; // Normal map depth
} Material;
// 3d Model type
@@ -382,9 +385,7 @@ typedef struct Material {
typedef struct Model {
Mesh mesh;
Matrix transform;
- Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
- Shader shader;
- //Material material;
+ Material material;
} Model;
// Ray type (useful for raycast)
@@ -530,7 +531,8 @@ int GetScreenHeight(void); // Get current scree
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
-void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
+void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
+void BeginDrawingPro(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with pro parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
@@ -632,6 +634,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
+void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
@@ -693,9 +696,12 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
-void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
+void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
+void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
@@ -743,7 +749,6 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
-void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
@@ -753,7 +758,7 @@ void DrawGizmo(Vector3 position);
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
-Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
+Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
@@ -763,19 +768,19 @@ void SetModelTexture(Model *model, Texture2D texture);
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
-void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
+void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
-BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
+BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
-bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
-bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
+bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
-bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
+bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
@@ -795,10 +800,10 @@ int GetShaderLocation(Shader shader, const char *uniformName);
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
+//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
+//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
+//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
diff --git a/src/raymath.h b/src/raymath.h
index 35cee39f..52e92b50 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -803,7 +803,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
// Returns perspective projection matrix
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
- double top = near*tanf(fovy*PI/360.0f);
+ double top = near*tan(fovy*PI/360.0);
double right = top*aspect;
return MatrixFrustum(-right, right, -top, top, near, far);
diff --git a/src/rlgl.c b/src/rlgl.c
index 8ea7d0f2..d9761732 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1421,7 +1421,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, model.texture.id);
+ glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@@ -1452,7 +1452,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(model.shader.id);
+ glUseProgram(model.material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1476,28 +1476,30 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniformMatrix4fv(model.material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
- glUniform4fv(model.shader.tintColorLoc, 1, vColor);
+ glUniform4fv(model.material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
- glUniform1i(model.shader.mapDiffuseLoc, 0);
-
- if (model.shader.texNormalId != 0)
+ glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
+ glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
+
+ if (model.material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
+ glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
+ glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
- if (model.shader.texSpecularId != 0)
+ if (model.material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
+ glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
+ glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
@@ -1508,19 +1510,19 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
{
// Bind model VBOs data
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
- glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.vertexLoc);
+ glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.vertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
- glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.texcoordLoc);
+ glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Add normals support
- if (model.shader.normalLoc != -1)
+ if (model.material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
- glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.normalLoc);
+ glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.normalLoc);
}
}
@@ -1531,13 +1533,13 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
//glDisableVertexAttribArray(model.shader.texcoordLoc);
//if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc);
- if (model.shader.texNormalId != 0)
+ if (model.material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
- if (model.shader.texSpecularId != 0)
+ if (model.material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -1611,54 +1613,24 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
}
// Get world coordinates from screen coordinates
-// NOTE: Using global variables: screenWidth, screenHeight
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
- Vector3 result = { 0.0f, 0.0f, 0.0f }; // Object coordinates
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
- //GLint viewport[4];
- //glGetIntegerv(GL_VIEWPORT, viewport); // Not available on OpenGL ES 2.0
-
- // Viewport data
- int x = 0; // viewport[0]
- int y = 0; // viewport[1]
- int width = screenWidth; // viewport[2]
- int height = screenHeight; // viewport[3]
+ // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
+ Matrix matProjView = MatrixMultiply(proj, view);
+ MatrixInvert(&matProjView);
- Matrix modelviewprojection = MatrixMultiply(view, proj);
- MatrixInvert(&modelviewprojection);
-/*
- // NOTE: Compute unproject using Vector3
-
- // Transformation of normalized coordinates between -1 and 1
- result.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
- result.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
- result.z = source.z*2.0f - 1.0f;
-
- // Object coordinates (multiply vector by matrix)
- VectorTransform(&result, modelviewprojection);
-*/
-
- // NOTE: Compute unproject using Quaternion (Vector4)
- Quaternion quat;
+ // Create quaternion from source point
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
- quat.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
- quat.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
- quat.z = source.z*2.0f - 1.0f;
- quat.w = 1.0f;
+ // Multiply quat point by unproject matrix
+ QuaternionTransform(&quat, matProjView);
- QuaternionTransform(&quat, modelviewprojection);
-
- if (quat.w != 0.0f)
- {
- quat.x /= quat.w;
- quat.y /= quat.w;
- quat.z /= quat.w;
- }
-
- result.x = quat.x;
- result.y = quat.y;
- result.z = quat.z;
+ // Normalized world points in vectors
+ result.x = quat.x/quat.w;
+ result.y = quat.y/quat.w;
+ result.z = quat.z/quat.w;
return result;
}
@@ -1892,9 +1864,9 @@ void rlglGenerateMipmaps(Texture2D texture)
void *data = rlglReadTexturePixels(texture);
// NOTE: data size is reallocated to fit mipmaps data
+ // NOTE: CPU mipmap generation only supports RGBA 32bit data
int mipmapCount = GenerateMipmaps(data, texture.width, texture.height);
- // TODO: Adjust mipmap size depending on texture format!
int size = texture.width*texture.height*4; // RGBA 32bit only
int offset = size;
@@ -1915,6 +1887,9 @@ void rlglGenerateMipmaps(Texture2D texture)
TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id);
+ // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
+ free(data):
+
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
@@ -1924,7 +1899,7 @@ void rlglGenerateMipmaps(Texture2D texture)
#endif
}
else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture.id);
-
+
glBindTexture(GL_TEXTURE_2D, 0);
}
@@ -1934,22 +1909,29 @@ Model rlglLoadModel(Mesh mesh)
Model model;
model.mesh = mesh;
- model.transform = MatrixIdentity();
model.mesh.vaoId = 0; // Vertex Array Object
- model.mesh.vboId[0] = 0; // Vertex position VBO
- model.mesh.vboId[1] = 0; // Texcoords VBO
- model.mesh.vboId[2] = 0; // Normals VBO
+ model.mesh.vboId[0] = 0; // Vertex positions VBO
+ model.mesh.vboId[1] = 0; // Vertex texcoords VBO
+ model.mesh.vboId[2] = 0; // Vertex normals VBO
+
+ model.transform = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
- model.texture.id = 0; // No texture required
- model.shader.id = 0; // No shader used
+ model.material.texDiffuse.id = 0; // No texture required
+ model.material.shader.id = 0; // No shader used
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model.texture.id = whiteTexture; // Default whiteTexture
- model.texture.width = 1; // Default whiteTexture width
- model.texture.height = 1; // Default whiteTexture height
- model.texture.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
- model.shader = simpleShader; // Default model shader
+ model.material.shader = simpleShader; // Default model shader
+
+ model.material.texDiffuse.id = whiteTexture; // Default whiteTexture
+ model.material.texDiffuse.width = 1; // Default whiteTexture width
+ model.material.texDiffuse.height = 1; // Default whiteTexture height
+ model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
+
+ model.material.texNormal.id = 0; // By default, no normal texture
+ model.material.texSpecular.id = 0; // By default, no specular texture
+
+ // TODO: Fill default material properties (color, glossiness...)
GLuint vaoModel = 0; // Vertex Array Objects (VAO)
GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
@@ -1967,20 +1949,20 @@ Model rlglLoadModel(Mesh mesh)
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.vertexLoc);
+ glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.vertexLoc);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.texcoordLoc);
+ glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Enable vertex attributes: normals
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.normalLoc);
+ glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(model.material.shader.normalLoc);
model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
@@ -2180,11 +2162,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
if (shader.id != 0)
{
TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
-
- // Set shader textures ids (all 0 by default)
- shader.texDiffuseId = 0;
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
@@ -2341,28 +2318,7 @@ void SetCustomShader(Shader shader)
if (currentShader.id != shader.id)
{
rlglDraw();
-
currentShader = shader;
-/*
- if (vaoSupported) glBindVertexArray(vaoQuads);
-
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: texcoords
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: colors
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-*/
}
#endif
}
@@ -2385,7 +2341,7 @@ void SetPostproShader(Shader shader)
texture.width = screenWidth;
texture.height = screenHeight;
- SetShaderMapDiffuse(&postproQuad.shader, texture);
+ postproQuad.material.texDiffuse = texture;
//TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id);
//TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
@@ -2413,7 +2369,7 @@ void SetDefaultShader(void)
void SetModelShader(Model *model, Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model->shader = shader;
+ model->material.shader = shader;
if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
@@ -2433,9 +2389,7 @@ void SetModelShader(Model *model, Shader shader)
glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
- // NOTE: If SetModelTexture() is called previously, texture is not assigned to new shader
- if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id;
+
#elif (GRAPHICS_API_OPENGL_11)
TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
#endif
@@ -2507,104 +2461,6 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
-// Default diffuse shader map texture assignment
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->texDiffuseId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, shader->texDiffuseId);
-
- glUniform1i(shader->mapDiffuseLoc, 0); // Texture fits in active texture unit 0
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
-#endif
-}
-
-// Normal map texture shader assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->mapNormalLoc = glGetUniformLocation(shader->id, uniformName);
-
- if (shader->mapNormalLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
- else
- {
- shader->texNormalId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, shader->texNormalId);
-
- glUniform1i(shader->mapNormalLoc, 1); // Texture fits in active texture unit 1
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
- }
-#endif
-}
-
-// Specular map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->mapSpecularLoc = glGetUniformLocation(shader->id, uniformName);
-
- if (shader->mapSpecularLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
- else
- {
- shader->texSpecularId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
-
- glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 2
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
- }
-#endif
-}
-
-// Generic shader maps assignment
-// TODO: Trying to find a generic shader to allow any kind of map
-// NOTE: mapLocation should be retrieved by user with GetShaderLocation()
-// ISSUE: mapTextureId: Shader should contain a reference to map texture and corresponding textureUnit,
-// so it can be automatically checked and used in rlglDrawModel()
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit)
-{
-/*
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (mapLocation == -1) TraceLog(WARNING, "[SHDR ID %i] Map location could not be found", shader->id);
- else
- {
- shader->mapTextureId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE0 + textureUnit);
- glBindTexture(GL_TEXTURE_2D, shader->mapTextureId);
-
- glUniform1i(mapLocation, textureUnit); // Texture fits in active textureUnit
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
- }
-#endif
-*/
-}
-
// Set blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes predefined
void SetBlendMode(int mode)
@@ -2679,15 +2535,11 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
// Load Shader (Vertex and Fragment)
-// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
+// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
Shader shader;
- // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
- // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
- // Just defined #version 330 despite shader is #version 110
-
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = "#version 330 \n"
@@ -2695,7 +2547,7 @@ static Shader LoadDefaultShader(void)
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
- "out vec4 fragTintColor; \n"
+ "out vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char vShaderStr[] = "#version 100 \n"
"attribute vec3 vertexPosition; \n"
@@ -2704,7 +2556,7 @@ static Shader LoadDefaultShader(void)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragTintColor; \n"
#endif
- "uniform mat4 mvpMatrix; \n"
+ "uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
@@ -2716,7 +2568,7 @@ static Shader LoadDefaultShader(void)
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
- "in vec4 fragTintColor; \n"
+ "in vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
@@ -2751,10 +2603,6 @@ static Shader LoadDefaultShader(void)
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
-
- shader.texDiffuseId = whiteTexture; // Default white texture
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
//--------------------------------------------------------------------
return shader;
@@ -2766,10 +2614,6 @@ static Shader LoadSimpleShader(void)
{
Shader shader;
- // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
- // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
- // Just defined #version 330 despite shader is #version 110
-
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = "#version 330 \n"
@@ -2829,10 +2673,6 @@ static Shader LoadSimpleShader(void)
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
-
- shader.texDiffuseId = whiteTexture; // Default white texture
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
//--------------------------------------------------------------------
return shader;
@@ -2905,7 +2745,6 @@ static void InitializeBuffers(void)
quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
#endif
-
for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
@@ -3106,7 +2945,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
int mipmapCount = 1; // Required mipmap levels count (including base level)
int width = baseWidth;
int height = baseHeight;
- int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...)
+ int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
// Count mipmap levels required
while ((width != 1) && (height != 1))
diff --git a/src/rlgl.h b/src/rlgl.h
index 9e0aaaaa..69640feb 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -154,11 +154,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
typedef struct Shader {
unsigned int id; // Shader program id
- // TODO: This should be Texture2D objects
- unsigned int texDiffuseId; // Diffuse texture id
- unsigned int texNormalId; // Normal texture id
- unsigned int texSpecularId; // Specular texture id
-
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
@@ -184,12 +179,27 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
int format; // Data format (TextureFormat)
} Texture2D;
+ // Material type
+ typedef struct Material {
+ Shader shader;
+
+ Texture2D texDiffuse; // Diffuse texture
+ Texture2D texNormal; // Normal texture
+ Texture2D texSpecular; // Specular texture
+
+ Color colDiffuse;
+ Color colAmbient;
+ Color colSpecular;
+
+ float glossiness;
+ float normalDepth;
+ } Material;
+
// 3d Model type
typedef struct Model {
Mesh mesh;
Matrix transform;
- Texture2D texture;
- Shader shader;
+ Material material;
} Model;
// Color blending modes (pre-defined)
diff --git a/src/shapes.c b/src/shapes.c
index 65e3621b..51730a05 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -180,44 +180,17 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
// Draw a color-filled rectangle (Vector version)
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
- if (rlGetVersion() == OPENGL_11)
- {
- rlBegin(RL_TRIANGLES);
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
-
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y);
- rlEnd();
- }
- else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
- {
- // NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw)
- rlEnableTexture(whiteTexture); // Default white texture
-
- rlBegin(RL_QUADS);
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlNormal3f(0.0f, 0.0f, 1.0f);
-
- rlTexCoord2f(0.0f, 0.0f);
- rlVertex2f(position.x, position.y);
-
- rlTexCoord2f(0.0f, 1.0f);
- rlVertex2f(position.x, position.y + size.y);
-
- rlTexCoord2f(1.0f, 1.0f);
- rlVertex2f(position.x + size.x, position.y + size.y);
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(1.0f, 0.0f);
- rlVertex2f(position.x + size.x, position.y);
- rlEnd();
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
- rlDisableTexture();
- }
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y);
+ rlEnd();
}
// Draw rectangle outline
diff --git a/src/text.c b/src/text.c
index e4c7bbf3..f89d5e4e 100644
--- a/src/text.c
+++ b/src/text.c
@@ -819,11 +819,17 @@ static SpriteFont LoadBMFont(const char *fileName)
int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX;
+ bool unorderedChars = false;
+ int firstChar = 0;
+
for (int i = 0; i < numChars; i++)
{
fgets(buffer, MAX_BUFFER_SIZE, fntFile);
sscanf(buffer, "char id=%i x=%i y=%i width=%i height=%i xoffset=%i yoffset=%i xadvance=%i",
&charId, &charX, &charY, &charWidth, &charHeight, &charOffsetX, &charOffsetY, &charAdvanceX);
+
+ if (i == 0) firstChar = charId;
+ else if (i != (charId - firstChar)) unorderedChars = true;
// Save data properly in sprite font
font.charValues[i] = charId;
@@ -832,14 +838,20 @@ static SpriteFont LoadBMFont(const char *fileName)
font.charAdvanceX[i] = charAdvanceX;
}
- // TODO: Font data could be not ordered by charId: 32,33,34,35... review charValues and charRecs order
-
fclose(fntFile);
-
- TraceLog(INFO, "[%s] SpriteFont loaded successfully", fileName);
+
+ if (firstChar != FONT_FIRST_CHAR) TraceLog(WARNING, "BMFont not supported: expected SPACE(32) as first character, falling back to default font");
+ else if (unorderedChars) TraceLog(WARNING, "BMFont not supported: unordered chars data, falling back to default font");
+
+ // NOTE: Font data could be not ordered by charId: 32,33,34,35... raylib does not support unordered BMFonts
+ if ((firstChar != FONT_FIRST_CHAR) || (unorderedChars))
+ {
+ UnloadSpriteFont(font);
+ font = GetDefaultFont();
+ }
+ else TraceLog(INFO, "[%s] SpriteFont loaded successfully", fileName);
return font;
-
}
// Generate a sprite font from TTF file data (font size required)
diff --git a/src/textures.c b/src/textures.c
index 36819daf..e649df57 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -919,6 +919,39 @@ void ImageResize(Image *image, int newWidth, int newHeight)
free(pixels);
}
+// Resize and image to new size using Nearest-Neighbor scaling algorithm
+void ImageResizeNN(Image *image,int newWidth,int newHeight)
+{
+ Color *pixels = GetImageData(*image);
+ Color *output = (Color *)malloc(newWidth*newHeight*sizeof(Color));
+
+ // EDIT: added +1 to account for an early rounding problem
+ int x_ratio = (int)((image->width<<16)/newWidth) + 1;
+ int y_ratio = (int)((image->height<<16)/newHeight) + 1;
+
+ int x2, y2;
+ for (int i = 0; i < newHeight; i++)
+ {
+ for (int j = 0; j < newWidth; j++)
+ {
+ x2 = ((j*x_ratio) >> 16);
+ y2 = ((i*y_ratio) >> 16);
+
+ output[(i*newWidth) + j] = pixels[(y2*image->width) + x2] ;
+ }
+ }
+
+ int format = image->format;
+
+ UnloadImage(*image);
+
+ *image = LoadImageEx(output, newWidth, newHeight);
+ ImageFormat(image, format); // Reformat 32bit RGBA image to original format
+
+ free(output);
+ free(pixels);
+}
+
// Draw an image (source) within an image (destination)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec)
{
@@ -1046,8 +1079,9 @@ Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing,
float scaleFactor = (float)fontSize/imSize.y;
TraceLog(INFO, "Scalefactor: %f", scaleFactor);
- // TODO: Allow nearest-neighbor scaling algorithm
- ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
+ // Using nearest-neighbor scaling algorithm for default font
+ if (font.texture.id == GetDefaultFont().texture.id) ImageResizeNN(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
+ else ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
}
free(pixels);
@@ -1056,6 +1090,25 @@ Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing,
return imText;
}
+// Draw text (default font) within an image (destination)
+void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color)
+{
+ ImageDrawTextEx(dst, position, GetDefaultFont(), text, fontSize, 0, color);
+}
+
+// Draw text (custom sprite font) within an image (destination)
+void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color)
+{
+ Image imText = ImageTextEx(font, text, fontSize, spacing, color);
+
+ Rectangle srcRec = { 0, 0, imText.width, imText.height };
+ Rectangle dstRec = { (int)position.x, (int)position.y, imText.width, imText.height };
+
+ ImageDraw(dst, imText, srcRec, dstRec);
+
+ UnloadImage(imText);
+}
+
// Flip image vertically
void ImageFlipVertical(Image *image)
{