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authorraysan5 <[email protected]>2021-07-29 21:57:50 +0200
committerraysan5 <[email protected]>2021-07-29 21:57:50 +0200
commit8b7f43f89b88c75f7353fe85f7cb6465ad6be7b5 (patch)
tree2b3be572cedb63e66a51a83d42e6708bd354195b /src/models.c
parent58e9a0894f65a50004e637f7db72bd12da809cd9 (diff)
downloadraylib-8b7f43f89b88c75f7353fe85f7cb6465ad6be7b5.tar.gz
raylib-8b7f43f89b88c75f7353fe85f7cb6465ad6be7b5.zip
WARNING: BREAKING CHANGE: rlgl complete decoupling from raylib -WIP-
rlgl has been redesigned to avoid any dependency to `raylib` or `raymath`, all functions using some of those libs have been reviewed. - REMOVED: `Texture2D`, `Shader` structs dependency - REMOVED: `Vector3`, `Matrix` structs dependency - REMOVED: raymath functions dependency, all required math is implemented in rlgl - ADDED: `rlMatrix` custom rlgl type - ADDED: `utils.c`: `rlMatrixFromMatrix()` and `rlMatrixToMatrix()` for a safe conversion between raylib<->rlgl matrix types - ADDED: `rl` prefix to all `rlgl` structs - Other small tweaks here and there
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c71
1 files changed, 40 insertions, 31 deletions
diff --git a/src/models.c b/src/models.c
index 3d200d2a..466e2ad7 100644
--- a/src/models.c
+++ b/src/models.c
@@ -40,26 +40,18 @@
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
- #include "config.h" // Defines module configuration flags
+ #include "config.h" // Defines module configuration flags
#endif
-#include "utils.h" // Required for: LoadFileData(), LoadFileText(), SaveFileText()
+#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText()
+#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
+#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
#include <stdio.h> // Required for: sprintf()
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: memcmp(), strlen()
#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf()
-#if defined(_WIN32)
- #include <direct.h> // Required for: _chdir() [Used in LoadOBJ()]
- #define CHDIR _chdir
-#else
- #include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()]
- #define CHDIR chdir
-#endif
-
-#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
-
#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
#define TINYOBJ_MALLOC RL_MALLOC
#define TINYOBJ_CALLOC RL_CALLOC
@@ -89,6 +81,14 @@
#include "external/par_shapes.h" // Shapes 3d parametric generation
#endif
+#if defined(_WIN32)
+ #include <direct.h> // Required for: _chdir() [Used in LoadOBJ()]
+ #define CHDIR _chdir
+#else
+ #include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()]
+ #define CHDIR chdir
+#endif
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -1051,13 +1051,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matModel = MatrixIdentity();
- Matrix matView = rlGetMatrixModelview();
+ Matrix matView = rlMatrixToMatrix(rlGetMatrixModelview());
Matrix matModelView = MatrixIdentity();
- Matrix matProjection = rlGetMatrixProjection();
+ Matrix matProjection = rlMatrixToMatrix(rlGetMatrixProjection());
// Upload view and projection matrices (if locations available)
- if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
- if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
+ if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlMatrixFromMatrix(matView));
+ if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlMatrixFromMatrix(matProjection));
if (instancing)
{
@@ -1089,24 +1089,24 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// Accumulate internal matrix transform (push/pop) and view matrix
// NOTE: In this case, model instance transformation must be computed in the shader
- matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
+ matModelView = MatrixMultiply(rlMatrixToMatrix(rlGetMatrixTransform()), matView);
}
else
{
// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
- if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
+ if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], rlMatrixFromMatrix(transforms[0]));
// Accumulate several model transformations:
// transforms[0]: model transformation provided (includes DrawModel() params combined with model.transform)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
- matModel = MatrixMultiply(transforms[0], rlGetMatrixTransform());
+ matModel = MatrixMultiply(transforms[0], rlMatrixToMatrix(rlGetMatrixTransform()));
// Get model-view matrix
matModelView = MatrixMultiply(matModel, matView);
}
// Upload model normal matrix (if locations available)
- if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
+ if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], rlMatrixFromMatrix(MatrixTranspose(MatrixInvert(matModel))));
//-----------------------------------------------------
// Bind active texture maps (if available)
@@ -1199,11 +1199,11 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
{
// Setup current eye viewport (half screen width)
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
- matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
+ matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlMatrixToMatrix(rlGetMatrixViewOffsetStereo(eye))), rlMatrixToMatrix(rlGetMatrixProjectionStereo(eye)));
}
// Send combined model-view-projection matrix to shader
- rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
+ rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], rlMatrixFromMatrix(matModelViewProjection));
if (instancing) // Draw mesh instanced
{
@@ -1247,8 +1247,8 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
else
{
// Restore rlgl internal modelview and projection matrices
- rlSetMatrixModelview(matView);
- rlSetMatrixProjection(matProjection);
+ rlSetMatrixModelview(rlMatrixFromMatrix(matView));
+ rlSetMatrixProjection(rlMatrixFromMatrix(matProjection));
}
#endif
}
@@ -1371,7 +1371,11 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
if (materials != NULL)
{
- for (unsigned int i = 0; i < count; i++) materials[i].shader = rlGetShaderDefault();
+ for (unsigned int i = 0; i < count; i++)
+ {
+ materials[i].shader.id = rlGetShaderIdDefault();
+ materials[i].shader.locs = rlGetShaderLocsDefault();
+ }
}
*materialCount = count;
@@ -1384,8 +1388,12 @@ Material LoadMaterialDefault(void)
Material material = { 0 };
material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap));
- material.shader = rlGetShaderDefault();
- material.maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // White texture (1x1 pixel)
+ // Using rlgl default shader
+ material.shader.id = rlGetShaderIdDefault();
+ material.shader.locs = rlGetShaderLocsDefault();
+
+ // Using rlgl default texture (1x1 pixel, UNCOMPRESSED_R8G8B8A8, 1 mipmap)
+ material.maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
//material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set
//material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set
@@ -1399,12 +1407,12 @@ Material LoadMaterialDefault(void)
void UnloadMaterial(Material material)
{
// Unload material shader (avoid unloading default shader, managed by raylib)
- if (material.shader.id != rlGetShaderDefault().id) UnloadShader(material.shader);
+ if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader);
// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
- if (material.maps[i].texture.id != rlGetTextureDefault().id) rlUnloadTexture(material.maps[i].texture.id);
+ if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id);
}
RL_FREE(material.maps);
@@ -3400,10 +3408,11 @@ static Model LoadOBJ(const char *fileName)
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
model.materials[m] = LoadMaterialDefault();
- model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // Get default texture, in case no texture is defined
+ // Get default texture, in case no texture is defined
+ // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+ model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
- else model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault();
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;