merge fix

This commit is contained in:
Joshua Reisenauer 2016-05-01 20:00:51 -07:00
commit 289a53221d
5 changed files with 341 additions and 51 deletions

View file

@ -524,23 +524,6 @@ void BeginDrawing(void)
// NOTE: Not required with OpenGL 3.3+
}
// Setup drawing canvas with 2d camera
void BeginDrawingEx(Camera2D camera)
{
BeginDrawing();
// Camera rotation and scaling is always relative to target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform));
}
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing(void)
{
@ -569,6 +552,33 @@ void EndDrawing(void)
}
}
// Initialize 2D mode with custom camera
void Begin2dMode(Camera2D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Camera rotation and scaling is always relative to target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform));
}
// Ends 2D mode custom camera usage
void End2dMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{

View file

@ -355,7 +355,7 @@ typedef struct Camera {
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (for rotation and zoom)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
@ -386,16 +386,17 @@ typedef struct Mesh {
typedef struct Shader {
unsigned int id; // Shader program id
// Variable attributes
// Variable attributes locations
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
int normalLoc; // Normal attribute location point (vertex shader)
int colorLoc; // Color attibute location point (vertex shader)
// Uniforms
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
// Texture map locations
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
@ -575,9 +576,10 @@ void DisableCursor(void); // Disables cursor
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
void End2dMode(void); // Ends 2D mode custom camera usage
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
@ -832,18 +834,14 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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 SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)

View file

@ -1350,14 +1350,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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)
if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
if (model.material.texSpecular.id != 0)
if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
@ -2125,17 +2125,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// After shader loading, we try to load default location names
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
else
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
}
else
if (shader.id == 0)
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
@ -2494,7 +2490,7 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
LoadDefaultShaderLocations(&shader);
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}