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| author | Ray <[email protected]> | 2018-12-11 18:54:48 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-12-11 18:54:48 +0100 |
| commit | 97e40ced57489f4d66d4b9bc9fe213c388e1a827 (patch) | |
| tree | e32e3f2bd1bca90ef43c6d21786b18c2f78ffdc6 /examples | |
| parent | 7361ed24e26b964709ca80bf8fef138619db97fc (diff) | |
| download | raylib-97e40ced57489f4d66d4b9bc9fe213c388e1a827.tar.gz raylib-97e40ced57489f4d66d4b9bc9fe213c388e1a827.zip | |
WARNING: BIG rewrite of rlgl module
This commit implements a big update of rlgl module, intended to optimize some parts. This change could break some code bases... hopefully not, but it could.
The BIG changes to the module are:
- Replaced LINES-TRIANGLES-QUADS buffers by a single one, now all vertex data is accumulated on a single buffer and managed with registered draw calls. LINES-TRIANGLES-QUADS could be used the same way as before, rlgl will manage them carefully. That's a big improvement of the system.
- Support multi-buffering if required. Just define MAX_BATCH_BUFFERING desired size (currently set to 1 batch). Should be enough for most of the situations.
- Removed temporal accumulative buffers for matrix transformations, now transformations are directly applied to vertex when on rlVertex3f()
- Reviewed rlPushMatrix()/rlPopMatrix() to be consistent with OpenGL 1.1, probably I should remove that ancient behaviour but... well, it was not consistent and now it is.
- Minor tweaks: LoadText(), I broke it in last update... also multiple comments reviewed.
- TODO: MAX_BATCH_ELEMENTS checking should probably be reviewed... done some tests and it works but...
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/models/models_billboard.c | 7 | ||||
| -rw-r--r-- | examples/models/models_rlgl_solar_system.c | 156 | ||||
| -rw-r--r-- | examples/models/models_rlgl_solar_system.png | bin | 0 -> 30443 bytes | |||
| -rw-r--r-- | examples/shapes/shapes_basic_shapes.c | 17 |
4 files changed, 168 insertions, 12 deletions
diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c index 8ce6a44f..59655714 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard.c @@ -28,7 +28,6 @@ int main() camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; - Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard @@ -52,11 +51,11 @@ int main() ClearBackground(RAYWHITE); BeginMode3D(camera); - - DrawBillboard(camera, bill, billPosition, 2.0f, WHITE); DrawGrid(10, 1.0f); // Draw a grid - + + DrawBillboard(camera, bill, billPosition, 2.0f, WHITE); + EndMode3D(); DrawFPS(10, 10); diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c new file mode 100644 index 00000000..21fd30d5 --- /dev/null +++ b/examples/models/models_rlgl_solar_system.c @@ -0,0 +1,156 @@ +/******************************************************************************************* +* +* raylib [models] example - rlgl module usage with push/pop matrix transformations +* +* This example has been created using raylib 2.2 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2018 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "rlgl.h" + + +void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + const float sunRadius = 4.0f; + const float earthRadius = 0.6f; + const float earthOrbitRadius = 8.0f; + const float moonRadius = 0.16f; + const float moonOrbitRadius = 1.5f; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.type = CAMERA_PERSPECTIVE; + + SetCameraMode(camera, CAMERA_FREE); + + float rotationSpeed = 0.2f; // General system rotation speed + + float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees + float earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees + float moonRotation = 0.0f; // Rotation of moon around itself + float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); + + earthRotation += (5.0f*rotationSpeed); + earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed); + moonRotation += (2.0f*rotationSpeed); + moonOrbitRotation += (8.0f*rotationSpeed); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + rlPushMatrix(); + rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun + DrawSphereBasic(GOLD); // Draw the Sun + rlPopMatrix(); + + rlPushMatrix(); + rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun + rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit + rlRotatef(-earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun inverted + + rlPushMatrix(); + rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself + rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth + + DrawSphereBasic(BLUE); // Draw the Earth + rlPopMatrix(); + + rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth + rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit + rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth inverted + rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself + rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon + + DrawSphereBasic(LIGHTGRAY); // Draw the Moon + rlPopMatrix(); + + // Some reference elements (not affected by previous matrix transformations) + DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, LIME); + DrawGrid(20, 1.0f); + + EndMode3D(); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +// Draw sphere without any matrix transformation +// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f +void DrawSphereBasic(Color color) +{ + int rings = 16; + int slices = 16; + + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + for (int i = 0; i < (rings + 2); i++) + { + for (int j = 0; j < slices; j++) + { + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); + + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + } + } + rlEnd(); +}
\ No newline at end of file diff --git a/examples/models/models_rlgl_solar_system.png b/examples/models/models_rlgl_solar_system.png Binary files differnew file mode 100644 index 00000000..576510c4 --- /dev/null +++ b/examples/models/models_rlgl_solar_system.png diff --git a/examples/shapes/shapes_basic_shapes.c b/examples/shapes/shapes_basic_shapes.c index 4b7cc261..67eea9d5 100644 --- a/examples/shapes/shapes_basic_shapes.c +++ b/examples/shapes/shapes_basic_shapes.c @@ -39,26 +39,27 @@ int main() DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY); - DrawLine(18, 42, screenWidth - 18, 42, BLACK); - DrawCircle(screenWidth/4, 120, 35, DARKBLUE); - DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE); - DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE); DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED); + DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD); - DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); DrawTriangle((Vector2){screenWidth/4*3, 80}, (Vector2){screenWidth/4*3 - 60, 150}, (Vector2){screenWidth/4*3 + 60, 150}, VIOLET); + DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN); + + DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE); + + // NOTE: We draw all LINES based shapes together to optimize internal drawing, + // this way, all LINES are rendered in a single draw pass + DrawLine(18, 42, screenWidth - 18, 42, BLACK); + DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE); DrawTriangleLines((Vector2){screenWidth/4*3, 160}, (Vector2){screenWidth/4*3 - 20, 230}, (Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE); - - DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN); - EndDrawing(); //---------------------------------------------------------------------------------- } |
