Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
26833f5aae
9 changed files with 124 additions and 51 deletions
32
CMakeLists.txt
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32
CMakeLists.txt
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@ -0,0 +1,32 @@
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cmake_minimum_required (VERSION 3.0)
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project (raylib)
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SET(PLATFORM_TO_USE "PLATFORM_DESKTOP" CACHE STRING "Platform to compile for")
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SET_PROPERTY(CACHE PLATFORM_TO_USE PROPERTY STRINGS PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB)
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set(CMAKE_C_FLAGS "-O1 -Wall -std=gnu99 -fgnu89-inline")
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IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_DESKTOP")
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add_definitions(-DPLATFORM_DESKTOP, -DGRAPHICS_API_OPENGL_33)
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include_directories("." "src/" "external/openal_soft/include" "external/glew/include" "external/glfw3/include")
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ENDIF()
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IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_RPI")
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add_definitions(-DPLATFORM_RPI, -GRAPHICS_API_OPENGL_ES2)
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include_directories("." "/opt/vc/include" "/opt/vc/include/interface/vmcs_host/linux" "/opt/vc/include/interface/vcos/pthreads")
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ENDIF()
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IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_WEB")
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add_definitions(-DPLATFORM_WEB, -GRAPHICS_API_OPENGL_ES2)
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include_directories("." "src/" "external/openal_soft/include" "external/glew/include" "external/glfw3/include")
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ENDIF()
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file(GLOB SOURCES "src/*.c")
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add_library(raylib STATIC ${SOURCES})
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install(TARGETS raylib DESTINATION lib/)
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@ -90,6 +90,8 @@ int main()
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End3dMode();
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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SetCustomShader(shader);
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@ -17,7 +17,6 @@
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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int main()
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{
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@ -35,14 +34,14 @@ int main()
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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Material material = LoadStandardMaterial();
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material.texDiffuse = texDiffuse;
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material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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material.colDiffuse = (Color){255, 255, 255, 255};
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material.colAmbient = (Color){0, 0, 10, 255};
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material.colSpecular = (Color){255, 255, 255, 255};
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material.glossiness = 50.0f;
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dwarf.material = material; // Apply material to model
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Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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32
src/core.c
32
src/core.c
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@ -562,7 +562,6 @@ void Begin2dMode(Camera2D camera)
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Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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@ -627,11 +626,24 @@ void BeginTextureMode(RenderTexture2D target)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlEnableRenderTexture(target.id);
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rlEnableRenderTexture(target.id); // Enable render target
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rlClearScreenBuffers(); // Clear render texture buffers
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// Set viewport to framebuffer size
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rlViewport(0, 0, target.texture.width, target.texture.height);
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Set orthographic projection to current framebuffer size
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// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
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}
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// Ends drawing to render texture
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@ -639,7 +651,21 @@ void EndTextureMode(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlDisableRenderTexture();
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rlDisableRenderTexture(); // Disable render target
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// Set viewport to default framebuffer size (screen size)
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// TODO: consider possible viewport offsets
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rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Set orthographic projection to current framebuffer size
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// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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}
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// Set target FPS for the game
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28
src/raylib.h
28
src/raylib.h
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@ -369,6 +369,7 @@ typedef struct BoundingBox {
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // number of vertices stored in arrays
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int triangleCount; // number of triangles stored (indexed or not)
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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@ -376,7 +377,6 @@ typedef struct Mesh {
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices; // vertex indices (in case vertex data comes indexed)
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int triangleCount; // number of triangles stored (indexed or not)
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BoundingBox bounds; // mesh limits defined by min and max points
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@ -391,28 +391,28 @@ typedef struct Shader {
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int colorLoc; // Color attibute location point (default-location = 3)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int colorLoc; // Color attibute location point (default-location = 3)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Diffuse color uniform location point (fragment shader)
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// Texture map locations
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
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} Shader;
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// Material type
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typedef struct Material {
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Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
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Shader shader; // Standard shader (supports 3 map textures)
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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@ -439,8 +439,8 @@ typedef struct LightData {
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Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float attenuation; // Lost of light intensity with distance (world distance)
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Color diffuse; // Use Vector3 diffuse
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float intensity;
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Color diffuse; // Light color
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float intensity; // Light intensity level
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float coneAngle; // Spot light max angle
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} LightData, *Light;
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40
src/rlgl.c
40
src/rlgl.c
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@ -404,6 +404,12 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
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#endif
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// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
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void rlViewport(int x, int y, int width, int height)
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{
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glViewport(x, y, width, height);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vertex level operations
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//----------------------------------------------------------------------------------
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@ -725,17 +731,25 @@ void rlDisableTexture(void)
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#endif
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}
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// Enable rendering to texture (fbo)
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void rlEnableRenderTexture(unsigned int id)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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//glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
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//glCullFace(GL_FRONT);
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#endif
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}
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// Disable rendering to texture
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void rlDisableRenderTexture(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glEnable(GL_CULL_FACE);
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//glCullFace(GL_BACK);
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#endif
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}
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@ -1792,23 +1806,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Set shader textures (diffuse, normal, specular)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0
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if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
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if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
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glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
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glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
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// TODO: Upload to shader normalDepth
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//glUniform1f(???, material.normalDepth);
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}
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if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
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if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
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glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
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glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
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}
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if (vaoSupported)
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@ -2569,19 +2583,19 @@ static void LoadDefaultShaderLocations(Shader *shader)
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// Get handles to GLSL input attibute locations
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shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
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shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
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shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
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shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
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shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
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shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
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shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
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shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
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shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
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// Get handles to GLSL uniform locations (vertex shader)
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
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// Get handles to GLSL uniform locations (fragment shader)
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shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
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shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
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shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
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shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
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shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
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shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
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shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
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}
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// Unload default shader
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@ -2864,8 +2878,10 @@ static void DrawDefaultBuffers(void)
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Matrix matMVP = MatrixMultiply(modelview, projection);
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glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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glUniform1i(currentShader.mapDiffuseLoc, 0);
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glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1i(currentShader.mapTexture0Loc, 0);
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// NOTE: Additional map textures not considered for default buffers drawing
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}
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// Draw lines buffers
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@ -171,10 +171,10 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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// Texture map locations
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
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} Shader;
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// Texture2D type
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@ -247,6 +247,7 @@ void rlScalef(float x, float y, float z); // Multiply the current matrix b
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void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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@ -1385,10 +1385,6 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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Vector2 origin = { 0, 0 };
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DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
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@ -1398,6 +1394,9 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co
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// NOTE: origin is relative to destination rectangle size
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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@ -1,2 +0,0 @@
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set PATH=C:\raylib\MinGW\bin;%PATH%
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mingw32-make
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