Reorganize data for consistency

This commit is contained in:
raysan5 2016-05-18 13:22:14 +02:00
parent bc08271da3
commit 037edbaa13
3 changed files with 282 additions and 210 deletions

View file

@ -691,31 +691,14 @@ Model LoadCubicmap(Image cubicmap)
return model;
}
// Unload 3d model from memory
// Unload 3d model from memory (mesh and material)
void UnloadModel(Model model)
{
// Unload mesh data
if (model.mesh.vertices != NULL) free(model.mesh.vertices);
if (model.mesh.texcoords != NULL) free(model.mesh.texcoords);
if (model.mesh.normals != NULL) free(model.mesh.normals);
if (model.mesh.colors != NULL) free(model.mesh.colors);
if (model.mesh.tangents != NULL) free(model.mesh.tangents);
if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
if (model.mesh.indices != NULL) free(model.mesh.indices);
TraceLog(INFO, "Unloaded model data from RAM (CPU)");
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
rlDeleteBuffers(model.mesh.vboId[3]); // colors
rlDeleteBuffers(model.mesh.vboId[4]); // tangents
rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
rlDeleteBuffers(model.mesh.vboId[6]); // indices
rlglUnloadMesh(&model.mesh);
rlDeleteVertexArrays(model.mesh.vaoId);
UnloadMaterial(model.material);
TraceLog(INFO, "Unloaded model data from RAM and VRAM");
}
// Load material data (from file)
@ -1247,40 +1230,27 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, false);
rlglDrawMesh(model.mesh, model.material, model.transform);
}
// Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
rlEnableWireMode();
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
DrawModel(model, position, scale, tint);
rlglDrawEx(model.mesh, model.material, model.transform, true);
rlDisableWireMode();
}
// 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)
{
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
rlEnableWireMode();
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
rlglDrawEx(model.mesh, model.material, model.transform, true);
rlDisableWireMode();
}
// Draw a billboard