From 8ca6f8c6ec0630c27ce5df646ca12859b74ad980 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 1 Mar 2016 15:37:01 +0100 Subject: Do not free model mesh --- src/models.c | 48 +++++++++++++++++++----------------------------- 1 file changed, 19 insertions(+), 29 deletions(-) (limited to 'src/models.c') diff --git a/src/models.c b/src/models.c index 8a36c279..fc1bb483 100644 --- a/src/models.c +++ b/src/models.c @@ -575,7 +575,7 @@ Model LoadModel(const char *fileName) // 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 + // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM // 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 @@ -718,15 +718,8 @@ Model LoadHeightmap(Image heightmap, Vector3 size) 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); - } + // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM... + // ...but we keep CPU RAM vertex data in case we need to update the mesh return model; } @@ -1093,15 +1086,8 @@ Model LoadCubicmap(Image cubicmap) 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); - } + // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM... + // ...but we keep CPU RAM vertex data in case we need to update the mesh return model; } @@ -1109,16 +1095,20 @@ Model LoadCubicmap(Image cubicmap) // 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]); + // Unload mesh data + free(model.mesh.vertices); + free(model.mesh.texcoords); + free(model.mesh.normals); + if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); + if (model.mesh.tangents != NULL) free(model.mesh.tangents); + if (model.mesh.colors != NULL) free(model.mesh.colors); + + rlDeleteBuffers(model.mesh.vboId[0]); // vertex + rlDeleteBuffers(model.mesh.vboId[1]); // texcoords + rlDeleteBuffers(model.mesh.vboId[2]); // normals + rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 + rlDeleteBuffers(model.mesh.vboId[4]); // tangents + rlDeleteBuffers(model.mesh.vboId[5]); // colors rlDeleteVertexArrays(model.mesh.vaoId); -- cgit v1.2.3 From 1674465bdc17f522013c5552bd154f04254d8e74 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 1 Mar 2016 19:00:12 +0100 Subject: Adjust buffers usage - Removed DrawQuad() function - DrawBillboard() uses DrawBillboardRec() - DrawPlane() uses RL_TRIANGLES - DrawRectangleV() uses RL_TRIANGLES, that way, [shapes] module uses only TRIANGLES buffers. --- src/models.c | 86 ++++++++++++------------------------------------------------ src/raylib.h | 1 - src/shapes.c | 45 +++++++------------------------ 3 files changed, 26 insertions(+), 106 deletions(-) (limited to 'src/models.c') diff --git a/src/models.c b/src/models.c index fc1bb483..4eb2e104 100644 --- a/src/models.c +++ b/src/models.c @@ -446,41 +446,24 @@ 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 @@ -1167,60 +1150,25 @@ 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 | | @@ -1702,7 +1650,7 @@ 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/raylib.h b/src/raylib.h index c598ec30..36ca216d 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -740,7 +740,6 @@ 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 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 -- cgit v1.2.3 From 6106ab8a2eda76454b0cd3ff46a079896a90eee8 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 1 Mar 2016 20:26:01 +0100 Subject: Added color to DrawBoundigBox() --- src/models.c | 4 ++-- src/raylib.h | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'src/models.c') diff --git a/src/models.c b/src/models.c index 4eb2e104..a3649a07 100644 --- a/src/models.c +++ b/src/models.c @@ -1213,7 +1213,7 @@ 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; @@ -1223,7 +1223,7 @@ 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 diff --git a/src/raylib.h b/src/raylib.h index 36ca216d..73f92fc2 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -760,7 +760,7 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint); 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 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 -- cgit v1.2.3 From 4011c13d4b0b7a684def27bac29f084085bf87a5 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 1 Mar 2016 20:54:02 +0100 Subject: Updated BoundingBox collision detections --- examples/models_box_collisions.c | 40 +++++++++++++++++---------------- src/models.c | 48 +++++++++++++++++----------------------- src/raylib.h | 10 ++++----- 3 files changed, 46 insertions(+), 52 deletions(-) (limited to 'src/models.c') diff --git a/examples/models_box_collisions.c b/examples/models_box_collisions.c index 3751041f..ffd0a2af 100644 --- a/examples/models_box_collisions.c +++ b/examples/models_box_collisions.c @@ -53,27 +53,29 @@ int main() collision = false; // Check collisions player vs enemy-box - if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2, - playerPosition.y - playerSize.y/2, - playerPosition.z - playerSize.z/2 }, - (Vector3){ playerPosition.x + playerSize.x/2, - playerPosition.y + playerSize.y/2, - playerPosition.z + playerSize.z/2 }, - (Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, - enemyBoxPos.y - enemyBoxSize.y/2, - enemyBoxPos.z - enemyBoxSize.z/2 }, - (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2, - enemyBoxPos.y + enemyBoxSize.y/2, - enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true; + if (CheckCollisionBoxes( + (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2 }, + (Vector3){ playerPosition.x + playerSize.x/2, + playerPosition.y + playerSize.y/2, + playerPosition.z + playerSize.z/2 }}, + (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, + enemyBoxPos.y - enemyBoxSize.y/2, + enemyBoxPos.z - enemyBoxSize.z/2 }, + (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2, + enemyBoxPos.y + enemyBoxSize.y/2, + enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true; // Check collisions player vs enemy-sphere - if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2, - playerPosition.y - playerSize.y/2, - playerPosition.z - playerSize.z/2 }, - (Vector3){ playerPosition.x + playerSize.x/2, - playerPosition.y + playerSize.y/2, - playerPosition.z + playerSize.z/2 }, - enemySpherePos, enemySphereSize)) collision = true; + if (CheckCollisionBoxSphere( + (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2 }, + (Vector3){ playerPosition.x + playerSize.x/2, + playerPosition.y + playerSize.y/2, + playerPosition.z + playerSize.z/2 }}, + enemySpherePos, enemySphereSize)) collision = true; if (collision) playerColor = RED; else playerColor = GREEN; diff --git a/src/models.c b/src/models.c index a3649a07..fc95f58d 100644 --- a/src/models.c +++ b/src/models.c @@ -1244,14 +1244,14 @@ 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; @@ -1259,30 +1259,22 @@ 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; } @@ -1333,17 +1325,17 @@ 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])); diff --git a/src/raylib.h b/src/raylib.h index 73f92fc2..b7dc1a8c 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -760,18 +760,18 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint); 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, Color color) // Draw bounding box (wires) +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 //------------------------------------------------------------------------------------ -- cgit v1.2.3 From d8bd8634ab7d5179cb1481206176af1f8e592e75 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 5 Mar 2016 13:05:45 +0100 Subject: 3d Camera: Added support for field-of-view Y --- examples/core_3d_camera_first_person.c | 3 ++- examples/core_3d_camera_free.c | 2 ++ examples/core_3d_mode.c | 1 + examples/core_3d_picking.c | 2 ++ examples/core_world_screen.c | 3 ++- examples/models_billboard.c | 3 ++- examples/models_box_collisions.c | 2 +- examples/models_cubicmap.c | 3 ++- examples/models_geometric_shapes.c | 2 +- examples/models_heightmap.c | 2 +- examples/models_obj_loading.c | 2 +- examples/shaders_basic_lighting.c | 2 +- examples/shaders_custom_uniform.c | 2 +- examples/shaders_model_shader.c | 2 +- examples/shaders_postprocessing.c | 2 +- src/camera.c | 8 +++++++- src/camera.h | 1 + src/core.c | 20 ++++++++++---------- src/models.c | 28 +++++++++------------------- src/raylib.h | 9 +++++---- 20 files changed, 53 insertions(+), 46 deletions(-) (limited to 'src/models.c') diff --git a/examples/core_3d_camera_first_person.c b/examples/core_3d_camera_first_person.c index 2b8dc7fc..16d388df 100644 --- a/examples/core_3d_camera_first_person.c +++ b/examples/core_3d_camera_first_person.c @@ -23,7 +23,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); // Define the camera to look into our 3d world (position, target, up vector) - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f }; // Generates some random columns float heights[MAX_COLUMNS]; @@ -40,6 +40,7 @@ int main() Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/core_3d_camera_free.c b/examples/core_3d_camera_free.c index 4b45373d..234c46b3 100644 --- a/examples/core_3d_camera_free.c +++ b/examples/core_3d_camera_free.c @@ -25,12 +25,14 @@ int main() camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/core_3d_mode.c b/examples/core_3d_mode.c index 7be5dd45..5f761655 100644 --- a/examples/core_3d_mode.c +++ b/examples/core_3d_mode.c @@ -25,6 +25,7 @@ int main() camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/core_3d_picking.c b/examples/core_3d_picking.c index 612f6374..33eaed8a 100644 --- a/examples/core_3d_picking.c +++ b/examples/core_3d_picking.c @@ -25,6 +25,7 @@ int main() camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; @@ -35,6 +36,7 @@ int main() SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c index b70b40dd..d89a296b 100644 --- a/examples/core_world_screen.c +++ b/examples/core_world_screen.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; @@ -30,6 +30,7 @@ int main() SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_billboard.c b/examples/models_billboard.c index bac42d35..654b3618 100644 --- a/examples/models_billboard.c +++ b/examples/models_billboard.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); // Define the camera to look into our 3d world - Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard @@ -29,6 +29,7 @@ int main() SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_box_collisions.c b/examples/models_box_collisions.c index ffd0a2af..69cec418 100644 --- a/examples/models_box_collisions.c +++ b/examples/models_box_collisions.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c index e2a902ef..1ca27dfd 100644 --- a/examples/models_cubicmap.c +++ b/examples/models_cubicmap.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) @@ -37,6 +37,7 @@ int main() SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position + SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_geometric_shapes.c b/examples/models_geometric_shapes.c index 9ea5b423..a13a1f3b 100644 --- a/examples/models_geometric_shapes.c +++ b/examples/models_geometric_shapes.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c index f1da3301..c8e5ff35 100644 --- a/examples/models_heightmap.c +++ b/examples/models_heightmap.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); // Define our custom camera to look into our 3d world - Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) diff --git a/examples/models_obj_loading.c b/examples/models_obj_loading.c index 41f4569a..e8dd0adc 100644 --- a/examples/models_obj_loading.c +++ b/examples/models_obj_loading.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c index 84bd1af4..18aea8e1 100644 --- a/examples/shaders_basic_lighting.c +++ b/examples/shaders_basic_lighting.c @@ -36,7 +36,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); // Camera initialization - Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; // Model initialization Vector3 position = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index 0377cfff..ecfbaa71 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -30,7 +30,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c index 5d8c3711..a10ec235 100644 --- a/examples/shaders_model_shader.c +++ b/examples/shaders_model_shader.c @@ -30,7 +30,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 0f851658..44829648 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -30,7 +30,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture 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 259e1f29..a8cc593a 100644 --- a/src/core.c +++ b/src/core.c @@ -609,10 +609,10 @@ 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 = 0.01*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 @@ -883,7 +883,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); // Calculate projection matrix (from perspective instead of frustum) - Matrix matProj = MatrixPerspective(45.0, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); + 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); @@ -936,7 +936,7 @@ 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); @@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing + + // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); #endif } @@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) // TODO: GPU assets reload in case of lost focus (lost context) // NOTE: This problem has been solved just unbinding and rebinding context from display - /* + /* if (assetsReloadRequired) { for (int i = 0; i < assetsCount; i++) @@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg) const int joystickAxisY = 1; // Read gamepad event - struct js_event gamepadEvent; + struct js_event gamepadEvent; - while (1) + while (1) { if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) { @@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg) */ } } - } + } return NULL; } diff --git a/src/models.c b/src/models.c index fc95f58d..a0b0e656 100644 --- a/src/models.c +++ b/src/models.c @@ -558,19 +558,9 @@ Model LoadModel(const char *fileName) // 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 VRAM, we can free arrays from CPU RAM - // 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; @@ -1082,16 +1072,16 @@ void UnloadModel(Model model) free(model.mesh.vertices); free(model.mesh.texcoords); free(model.mesh.normals); - if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); - if (model.mesh.tangents != NULL) free(model.mesh.tangents); - if (model.mesh.colors != NULL) free(model.mesh.colors); + 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 - rlDeleteBuffers(model.mesh.vboId[4]); // tangents - rlDeleteBuffers(model.mesh.vboId[5]); // colors + //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); diff --git a/src/raylib.h b/src/raylib.h index 00afb4f3..b6cf98fe 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -309,10 +309,10 @@ typedef struct SpriteFont { // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; - //float fovy; // Field-Of-View apperture in Y (degrees) + 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; // Bounding box type @@ -630,6 +630,7 @@ 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) -- cgit v1.2.3 From 0d911127d759e3f507b598c1666da1635c863e51 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 5 Mar 2016 16:17:54 +0100 Subject: Split mesh generation from model loading --- src/models.c | 138 ++++++++++++++++++++++++++++++----------------------------- src/raylib.h | 2 +- 2 files changed, 71 insertions(+), 69 deletions(-) (limited to 'src/models.c') diff --git a/src/models.c b/src/models.c index a0b0e656..ee5e57c7 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 @@ -582,6 +584,63 @@ Model LoadModelEx(Mesh data) // Load a heightmap image as a 3d model // 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) + { + // 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; + } +} + +static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) { #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) @@ -687,27 +746,17 @@ 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 VRAM, we can free arrays from CPU RAM... - // ...but we keep CPU RAM vertex data in case we need to update the mesh - - 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; @@ -716,9 +765,9 @@ 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)); @@ -747,9 +796,9 @@ 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 }; @@ -1053,56 +1102,9 @@ 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 VRAM, we can free arrays from CPU RAM... - // ...but we keep CPU RAM vertex data in case we need to update the 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 + free(cubicmapPixels); // Free image pixel data - 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) - { - // 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) diff --git a/src/raylib.h b/src/raylib.h index 7173a556..9545f96d 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -761,7 +761,7 @@ 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) -- cgit v1.2.3 From c9d22c7a14a84b24a94f876c9e438c621b4bf420 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 6 Mar 2016 02:05:16 +0100 Subject: Redesign to use Material type -IN PROGRESS- Requires Shader access functions review --- src/models.c | 18 +---- src/raylib.h | 40 ++++------ src/rlgl.c | 240 +++++++++++++---------------------------------------------- src/rlgl.h | 24 ++++-- 4 files changed, 89 insertions(+), 233 deletions(-) (limited to 'src/models.c') diff --git a/src/models.c b/src/models.c index ee5e57c7..a1590424 100644 --- a/src/models.c +++ b/src/models.c @@ -551,10 +551,7 @@ 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() @@ -627,17 +624,8 @@ void UnloadModel(Model model) // 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; - } + 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) diff --git a/src/raylib.h b/src/raylib.h index 83e41ac7..f448487e 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -347,12 +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) @@ -370,20 +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 @@ -391,9 +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) @@ -774,7 +766,7 @@ 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, 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 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 @@ -806,10 +798,10 @@ 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/rlgl.c b/src/rlgl.c index e1949274..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); @@ -1907,22 +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) @@ -1940,20 +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 @@ -2153,11 +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 //------------------------------------------------------------------- @@ -2314,28 +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 } @@ -2358,7 +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); @@ -2386,7 +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); @@ -2406,9 +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 @@ -2480,104 +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) @@ -2652,15 +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" @@ -2668,7 +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" @@ -2677,7 +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" @@ -2689,7 +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) @@ -2724,10 +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; @@ -2739,10 +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" @@ -2802,10 +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; @@ -2878,7 +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; 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) -- cgit v1.2.3