diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/audio.c | 2 | ||||
| -rw-r--r-- | src/libraylib.a | bin | 0 -> 432294 bytes | |||
| -rw-r--r-- | src/lighting.c | 124 | ||||
| -rw-r--r-- | src/lighting.h | 87 | ||||
| -rw-r--r-- | src/models.c | 185 | ||||
| -rw-r--r-- | src/physics.c | 272 | ||||
| -rw-r--r-- | src/physics.h | 99 | ||||
| -rw-r--r-- | src/raylib.h | 102 | ||||
| -rw-r--r-- | src/rlgl.c | 17 | ||||
| -rw-r--r-- | src/rlgl.h | 4 |
10 files changed, 799 insertions, 93 deletions
diff --git a/src/audio.c b/src/audio.c index 8ef71116..6313c9dc 100644 --- a/src/audio.c +++ b/src/audio.c @@ -92,7 +92,7 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -bool musicEnabled = false; +static bool musicEnabled = false; static Music currentMusic; // Current music loaded // NOTE: Only one music file playing at a time diff --git a/src/libraylib.a b/src/libraylib.a Binary files differnew file mode 100644 index 00000000..5ba9eda7 --- /dev/null +++ b/src/libraylib.a diff --git a/src/lighting.c b/src/lighting.c new file mode 100644 index 00000000..5cf2a2ec --- /dev/null +++ b/src/lighting.c @@ -0,0 +1,124 @@ +/********************************************************************************************** +* +* raylib lighting engine module - Lighting and materials management functions +* +* Copyright (c) 2015 Victor Fisac and Ramon Santamaria +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +//#define LIGHTING_STANDALONE // NOTE: To use the lighting module as standalone lib, just uncomment this line + +#if defined(LIGHTING_STANDALONE) + #include "lighting.h" +#else + #include "raylib.h" +#endif + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Types and Structures Definitions +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Module Functions Declarations +//---------------------------------------------------------------------------------- + +// Lights functions +void SetLightPosition(Light *light, Vector3 position) +{ + light->position[0] = position.x; + light->position[1] = position.y; + light->position[2] = position.z; +} + +void SetLightRotation(Light *light, Vector3 rotation) +{ + light->rotation[0] = rotation.x; + light->rotation[1] = rotation.y; + light->rotation[2] = rotation.z; +} + +void SetLightIntensity(Light *light, float intensity) +{ + light->intensity[0] = intensity; +} + +void SetLightAmbientColor(Light *light, Vector3 color) +{ + light->ambientColor[0] = color.x; + light->ambientColor[1] = color.y; + light->ambientColor[2] = color.z; +} + +void SetLightDiffuseColor(Light *light, Vector3 color) +{ + light->diffuseColor[0] = color.x; + light->diffuseColor[1] = color.y; + light->diffuseColor[2] = color.z; +} + +void SetLightSpecularColor(Light *light, Vector3 color) +{ + light->specularColor[0] = color.x; + light->specularColor[1] = color.y; + light->specularColor[2] = color.z; +} + +void SetLightSpecIntensity(Light *light, float specIntensity) +{ + light->specularIntensity[0] = specIntensity; +} + +// Materials functions +void SetMaterialAmbientColor(Material *material, Vector3 color) +{ + material->ambientColor[0] = color.x; + material->ambientColor[1] = color.y; + material->ambientColor[2] = color.z; +} + +void SetMaterialDiffuseColor(Material *material, Vector3 color) +{ + material->diffuseColor[0] = color.x; + material->diffuseColor[1] = color.y; + material->diffuseColor[2] = color.z; +} + +void SetMaterialSpecularColor(Material *material, Vector3 color) +{ + material->specularColor[0] = color.x; + material->specularColor[1] = color.y; + material->specularColor[2] = color.z; +} + +void SetMaterialGlossiness(Material *material, float glossiness) +{ + material->glossiness[0] = glossiness; +} + +void SetMaterialNormalDepth(Material *material, float depth) +{ + material->normalDepth[0] = depth; +}
\ No newline at end of file diff --git a/src/lighting.h b/src/lighting.h new file mode 100644 index 00000000..a35113c3 --- /dev/null +++ b/src/lighting.h @@ -0,0 +1,87 @@ +/******************************************************************************************* +* +* raylib lighting engine module - Lighting and materials management functions +* +* Copyright (c) 2015 Victor Fisac and Ramon Santamaria +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef LIGHTING_H +#define LIGHTING_H + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +// NOTE: Below types are required for LIGHTING_STANDALONE usage +//---------------------------------------------------------------------------------- +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + +// Light type +typedef struct Light { + float position[3]; + float rotation[3]; + float intensity[1]; + float ambientColor[3]; + float diffuseColor[3]; + float specularColor[3]; + float specularIntensity[1]; +} Light; + +// Material type +typedef struct Material { + float ambientColor[3]; + float diffuseColor[3]; + float specularColor[3]; + float glossiness[1]; + float normalDepth[1]; +} Material; + +//---------------------------------------------------------------------------------- +// Module Functions Definitions +// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() +//---------------------------------------------------------------------------------- +// Lights functions +void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer +void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer +void SetLightIntensity(Light *light, float intensity); // Set light intensity value +void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) +void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) +void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) +void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) + +// Materials functions +void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) +void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) +void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) +void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) +void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) + +#ifdef __cplusplus +} +#endif + +#endif // LIGHTING_H
\ No newline at end of file diff --git a/src/models.c b/src/models.c index f7e39863..090c4d86 100644 --- a/src/models.c +++ b/src/models.c @@ -64,7 +64,7 @@ static VertexData LoadOBJ(const char *fileName); // Draw cube // NOTE: Cube position is the center position -void DrawCube(Vector3 position, float width, float height, float lenght, Color color) +void DrawCube(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; @@ -81,58 +81,58 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c rlColor4ub(color.r, color.g, color.b, color.a); // Front Face ----------------------------------------------------- - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right // Back Face ------------------------------------------------------ - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left // Top Face ------------------------------------------------------- - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right // Bottom Face ---------------------------------------------------- - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left + rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left // Right face ----------------------------------------------------- - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left // Left Face ------------------------------------------------------ - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right rlEnd(); rlPopMatrix(); } @@ -144,7 +144,7 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color) } // Draw cube wires -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color) +void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; @@ -160,62 +160,62 @@ void DrawCubeWires(Vector3 position, float width, float height, float lenght, Co // Front Face ----------------------------------------------------- // Bottom Line - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right // Left Line - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right // Top Line - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left // Right Line - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left // Back Face ------------------------------------------------------ // Bottom Line - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right // Left Line - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right // Top Line - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left // Right Line - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left // Top Face ------------------------------------------------------- // Left Line - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back // Right Line - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Front - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back // Bottom Face --------------------------------------------------- // Left Line - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Top Left Front - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back + rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front + rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back // Right Line - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Top Right Front - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back + rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front + rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back rlEnd(); rlPopMatrix(); } // Draw cube // NOTE: Cube position is the center position -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color) +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color) { float x = position.x; float y = position.y; @@ -233,40 +233,40 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei rlColor4ub(color.r, color.g, color.b, color.a); // Front Face 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 + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad // Back Face 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 + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad // Top Face 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 + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad // Bottom Face 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 + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad // Right face 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 + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad // Left Face 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 + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad rlEnd(); //rlPopMatrix(); @@ -534,12 +534,12 @@ void DrawGrid(int slices, float spacing) void DrawGizmo(Vector3 position) { // NOTE: RGB = XYZ - float lenght = 1.0f; + float length = 1.0f; rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); //rlRotatef(rotation, 0, 1, 0); - rlScalef(lenght, lenght, lenght); + rlScalef(length, length, length); rlBegin(RL_LINES); rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f); @@ -1164,6 +1164,13 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color) rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true); } +// Draw a model wires (with texture if set) with extended parameters +void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint) +{ + // NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel() + rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, true); +} + // Draw a billboard void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint) { diff --git a/src/physics.c b/src/physics.c new file mode 100644 index 00000000..90a8b2e9 --- /dev/null +++ b/src/physics.c @@ -0,0 +1,272 @@ +/********************************************************************************************** +* +* raylib physics engine module - Basic functions to apply physics to 2D objects +* +* Copyright (c) 2015 Victor Fisac and Ramon Santamaria +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +//#define PHYSICS_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line + +#if defined(PHYSICS_STANDALONE) + #include "physics.h" +#else + #include "raylib.h" +#endif + +#include <math.h> +#include <stdio.h> + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length +#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// ... + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static Physics physics; +static Collider colliders[MAX_ELEMENTS]; +static Rigidbody rigidbodies[MAX_ELEMENTS]; +static bool collisionChecker = false; + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +void InitPhysics() +{ + for (int i = 0; i < MAX_ELEMENTS; i++) + { + rigidbodies[i].enabled = false; + rigidbodies[i].mass = 0.0f; + rigidbodies[i].velocity = (Vector2){0, 0}; + rigidbodies[i].acceleration = (Vector2){0, 0}; + rigidbodies[i].isGrounded = false; + rigidbodies[i].isContact = false; + rigidbodies[i].friction = 0.0f; + + colliders[i].enabled = false; + colliders[i].bounds = (Rectangle){0, 0, 0, 0}; + colliders[i].radius = 0; + } +} + +void SetPhysics(Physics settings) +{ + physics = settings; + + // To get good results, gravity needs to be 1:10 from original parameter + physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10}; +} + +void AddCollider(int index, Collider collider) +{ + colliders[index] = collider; +} + +void AddRigidbody(int index, Rigidbody rigidbody) +{ + rigidbodies[index] = rigidbody; +} + +void ApplyPhysics(int index, Vector2 *position) +{ + if (rigidbodies[index].enabled) + { + // Apply gravity + rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y; + rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x; + + rigidbodies[index].velocity.y += physics.gravity.y; + rigidbodies[index].velocity.x += physics.gravity.x; + + // Apply friction to velocity + if (rigidbodies[index].isGrounded) + { + if (rigidbodies[index].velocity.x > DECIMAL_FIX) + { + rigidbodies[index].velocity.x -= rigidbodies[index].friction; + } + else if (rigidbodies[index].velocity.x < -DECIMAL_FIX) + { + rigidbodies[index].velocity.x += rigidbodies[index].friction; + } + else + { + rigidbodies[index].velocity.x = 0; + } + } + + if (rigidbodies[index].velocity.y > DECIMAL_FIX) + { + rigidbodies[index].velocity.y -= rigidbodies[index].friction; + } + else if (rigidbodies[index].velocity.y < -DECIMAL_FIX) + { + rigidbodies[index].velocity.y += rigidbodies[index].friction; + } + else + { + rigidbodies[index].velocity.y = 0; + } + + // Apply friction to acceleration + if (rigidbodies[index].isGrounded) + { + if (rigidbodies[index].acceleration.x > DECIMAL_FIX) + { + rigidbodies[index].acceleration.x -= rigidbodies[index].friction; + } + else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX) + { + rigidbodies[index].acceleration.x += rigidbodies[index].friction; + } + else + { + rigidbodies[index].acceleration.x = 0; + } + } + + if (rigidbodies[index].acceleration.y > DECIMAL_FIX) + { + rigidbodies[index].acceleration.y -= rigidbodies[index].friction; + } + else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX) + { + rigidbodies[index].acceleration.y += rigidbodies[index].friction; + } + else + { + rigidbodies[index].acceleration.y = 0; + } + + // Update position vector + position->x += rigidbodies[index].velocity.x; + position->y -= rigidbodies[index].velocity.y; + + // Update collider bounds + colliders[index].bounds.x = position->x; + colliders[index].bounds.y = position->y; + + // Check collision with other colliders + collisionChecker = false; + rigidbodies[index].isContact = false; + for (int j = 0; j < MAX_ELEMENTS; j++) + { + if (index != j) + { + if (colliders[index].enabled && colliders[j].enabled) + { + if (colliders[index].type == RectangleCollider) + { + if (colliders[j].type == RectangleCollider) + { + if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds)) + { + collisionChecker = true; + + if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false) + { + rigidbodies[index].isContact = true; + } + } + } + else + { + if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds)) + { + collisionChecker = true; + } + } + } + else + { + if (colliders[j].type == RectangleCollider) + { + if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds)) + { + collisionChecker = true; + } + } + else + { + if (CheckCollisionCircles((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, (Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius)) + { + collisionChecker = true; + } + } + } + } + } + } + + // Update grounded rigidbody state + rigidbodies[index].isGrounded = collisionChecker; + + // Set grounded state if needed (fix overlap and set y velocity) + if (collisionChecker && rigidbodies[index].velocity.y != 0) + { + position->y += rigidbodies[index].velocity.y; + rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness; + } + + if (rigidbodies[index].isContact) + { + position->x -= rigidbodies[index].velocity.x; + rigidbodies[index].velocity.x = rigidbodies[index].velocity.x; + } + } +} + +void SetRigidbodyEnabled(int index, bool state) +{ + rigidbodies[index].enabled = state; +} + +void SetRigidbodyVelocity(int index, Vector2 velocity) +{ + rigidbodies[index].velocity.x = velocity.x; + rigidbodies[index].velocity.y = velocity.y; +} + +void AddRigidbodyForce(int index, Vector2 force) +{ + rigidbodies[index].acceleration.x = force.x * rigidbodies[index].mass; + rigidbodies[index].acceleration.y = force.y * rigidbodies[index].mass; +} + +void SetColliderEnabled(int index, bool state) +{ + colliders[index].enabled = state; +} + +Collider GetCollider(int index) +{ + return colliders[index]; +} + +Rigidbody GetRigidbody(int index) +{ + return rigidbodies[index]; +}
\ No newline at end of file diff --git a/src/physics.h b/src/physics.h new file mode 100644 index 00000000..211f31a2 --- /dev/null +++ b/src/physics.h @@ -0,0 +1,99 @@ +/********************************************************************************************** +* +* raylib physics engine module - Basic functions to apply physics to 2D objects +* +* Copyright (c) 2015 Victor Fisac and Ramon Santamaria +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef PHYSICS_H +#define PHYSICS_H + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// ... + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum { RectangleCollider, CircleCollider } ColliderType; + +// Physics struct +typedef struct Physics { + bool enabled; + bool debug; // Should be used by programmer for testing purposes + Vector2 gravity; +} Physics; + +// Transform struct +typedef struct Transform { + Vector2 position; + float rotation; + Vector2 scale; +} Transform; + +// Rigidbody struct +typedef struct Rigidbody { + bool enabled; + float mass; + Vector2 acceleration; + Vector2 velocity; + bool isGrounded; + bool isContact; // Avoid freeze player when touching floor + bool applyGravity; + float friction; // 0.0f to 1.0f + float bounciness; // 0.0f to 1.0f +} Rigidbody; + +// Collider struct +typedef struct Collider { + bool enabled; + ColliderType type; + Rectangle bounds; // Just used for RectangleCollider type + int radius; // Just used for CircleCollider type +} Collider; + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void InitPhysics(); // Initialize all internal physics values +void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings + +void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot +void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot + +void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter +void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody +void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value) +void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value) + +void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider + +Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter +Collider GetCollider(int index); // Returns the internal collider data defined by index parameter + +#ifdef __cplusplus +} +#endif + +#endif // PHYSICS_H
\ No newline at end of file diff --git a/src/raylib.h b/src/raylib.h index daf8133c..4eefa3ea 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -329,7 +329,9 @@ typedef struct Shader { // Uniforms int projectionLoc; // Projection matrix uniform location point (vertex shader) - int modelviewLoc; // ModeView matrix uniform location point (vertex shader) + int modelviewLoc; // ModelView matrix uniform location point (vertex shader) + int modelLoc; // Model transformation matrix uniform location point (vertex shader) + int viewLoc; // View transformation matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) @@ -366,6 +368,26 @@ typedef struct Wave { short channels; } Wave; +// Light type +typedef struct Light { + float position[3]; + float rotation[3]; + float intensity[1]; + float ambientColor[3]; + float diffuseColor[3]; + float specularColor[3]; + float specularIntensity[1]; +} Light; + +// Material type +typedef struct Material { + float ambientColor[3]; + float diffuseColor[3]; + float specularColor[3]; + float glossiness[1]; + float normalDepth[1]; +} Material; + // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -411,6 +433,44 @@ typedef enum { // Camera system modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; +// Collider types +typedef enum { RectangleCollider, CircleCollider } ColliderType; + +// Physics struct +typedef struct Physics { + bool enabled; + bool debug; // Should be used by programmer for testing purposes + Vector2 gravity; +} Physics; + +// Transform struct +typedef struct Transform { + Vector2 position; + float rotation; + Vector2 scale; +} Transform; + +// Rigidbody struct +typedef struct Rigidbody { + bool enabled; + float mass; + Vector2 acceleration; + Vector2 velocity; + bool isGrounded; + bool isContact; // Avoid freeze player when touching floor + bool applyGravity; + float friction; // 0.0f to 1.0f + float bounciness; // 0.0f to 1.0f +} Rigidbody; + +// Collider struct +typedef struct Collider { + bool enabled; + ColliderType type; + Rectangle bounds; // Just used for RectangleCollider type + int radius; // Just used for CircleCollider type +} Collider; + #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -666,6 +726,7 @@ 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, float rotationAngle, Vector3 rotationAxis, 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, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters 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 @@ -699,6 +760,45 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) +//---------------------------------------------------------------------------------- +// Lighting System Functions (engine-module: lighting) +// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() +//---------------------------------------------------------------------------------- +// Lights functions +void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer +void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer +void SetLightIntensity(Light *light, float intensity); // Set light intensity value +void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) +void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) +void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) +void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) + +// Materials functions +void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) +void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) +void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) +void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) +void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) + +//---------------------------------------------------------------------------------- +// Physics System Functions (engine-module: physics) +//---------------------------------------------------------------------------------- +void InitPhysics(); // Initialize all internal physics values +void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings + +void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot +void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot + +void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter +void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody +void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value) +void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value) + +void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider + +Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter +Collider GetCollider(int index); // Returns the internal collider data defined by index parameter + //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ @@ -1094,6 +1094,7 @@ void rlglInit(void) // Modifies global variables: postproFbo, postproQuad void rlglInitPostpro(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) postproFbo = rlglLoadFBO(screenWidth, screenHeight); if (postproFbo.id > 0) @@ -1120,6 +1121,7 @@ void rlglInitPostpro(void) // NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader } +#endif } // Load a framebuffer object @@ -1195,11 +1197,13 @@ FBO rlglLoadFBO(int width, int height) // Unload framebuffer object void rlglUnloadFBO(FBO fbo) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glDeleteFramebuffers(1, &fbo.id); glDeleteTextures(1, &fbo.colorTextureId); glDeleteTextures(1, &fbo.depthTextureId); TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id); +#endif } // Vertex Buffer Object deinitialization (memory free) @@ -1498,6 +1502,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r glUseProgram(model.shader.id); // Apply transformation provided in model.transform matrix + // TODO: review if at this point the modelview matrix just contains view matrix values + Matrix viewworld = modelview; // Store view matrix before applying model transformations Matrix modelviewworld = MatrixMultiply(model.transform, modelview); // World-space transformation // Apply transformations provided in function @@ -1513,6 +1519,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r // NOTE: Drawing in OpenGL 3.3+, transform is passed to shader glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(projection)); + glUniformMatrix4fv(model.shader.modelLoc, 1, false, GetMatrixVector(transform)); + glUniformMatrix4fv(model.shader.viewLoc, 1, false, GetMatrixVector(viewworld)); glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(modelviewworld)); // Apply color tinting to model @@ -1935,7 +1943,8 @@ void rlglGenerateMipmaps(unsigned int textureId) { #if defined(GRAPHICS_API_OPENGL_11) // Compute required mipmaps - void *data = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format + // TODO: rlglReadTexturePixels() needs Texture2D type parameter, not unsigned int parameter + void *data; // = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format // NOTE: data size is reallocated to fit mipmaps data int mipmapCount = GenerateMipmaps(data, width, height); @@ -2242,6 +2251,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName) // Get handles to GLSL uniform locations (vertex shader) shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix"); + shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); + shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix"); // Get handles to GLSL uniform locations (fragment shader) @@ -2781,6 +2792,8 @@ static Shader LoadDefaultShader(void) // Get handles to GLSL uniform locations (vertex shader) shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix"); + shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); + shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix"); // Get handles to GLSL uniform locations (fragment shader) @@ -2861,6 +2874,8 @@ static Shader LoadSimpleShader(void) // Get handles to GLSL uniform locations (vertex shader) shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix"); + shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); + shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix"); // Get handles to GLSL uniform locations (fragment shader) @@ -160,7 +160,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; // Uniforms int projectionLoc; // Projection matrix uniform location point (vertex shader) - int modelviewLoc; // ModeView matrix uniform location point (vertex shader) + int modelviewLoc; // ModelView matrix uniform location point (vertex shader) + int modelLoc; // Model transformation matrix uniform location point (vertex shader) + int viewLoc; // View transformation matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) |
