WARNING: Redesigned structs

- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed.
 - GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function
 - UnloadMesh() reviewed, pointer not required
 - CheckCollisionRay*() parameters name reviewed
This commit is contained in:
Ray 2019-08-07 00:32:44 +02:00
parent 2a913b6587
commit 3d5fa81bf2
5 changed files with 105 additions and 81 deletions

View file

@ -71,7 +71,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// ...
#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -702,7 +702,7 @@ Model LoadModelFromMesh(Mesh mesh)
// Unload model from memory (RAM and/or VRAM)
void UnloadModel(Model model)
{
for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]);
for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
RL_FREE(model.meshes);
@ -729,9 +729,10 @@ Mesh *LoadMeshes(const char *fileName, int *meshCount)
}
// Unload mesh from memory (RAM and/or VRAM)
void UnloadMesh(Mesh *mesh)
void UnloadMesh(Mesh mesh)
{
rlUnloadMesh(mesh);
RL_FREE(mesh.vboId);
}
// Export mesh data to file
@ -824,6 +825,7 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
Material LoadMaterialDefault(void)
{
Material material = { 0 };
material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS*sizeof(MaterialMap), 1);
material.shader = GetShaderDefault();
material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
@ -847,6 +849,8 @@ void UnloadMaterial(Material material)
{
if (material.maps[i].texture.id != GetTextureDefault().id) rlDeleteTextures(material.maps[i].texture.id);
}
RL_FREE(material.maps);
}
// Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
@ -1173,6 +1177,7 @@ bool IsModelAnimationValid(Model model, ModelAnimation anim)
Mesh GenMeshPoly(int sides, float radius)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
int vertexCount = sides*3;
// Vertices definition
@ -1235,6 +1240,7 @@ Mesh GenMeshPoly(int sides, float radius)
Mesh GenMeshPlane(float width, float length, int resX, int resZ)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
#define CUSTOM_MESH_GEN_PLANE
#if defined(CUSTOM_MESH_GEN_PLANE)
@ -1337,6 +1343,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
mesh.vertices = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int));
mesh.vertexCount = plane->ntriangles*3;
mesh.triangleCount = plane->ntriangles;
@ -1368,6 +1375,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
Mesh GenMeshCube(float width, float height, float length)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
#define CUSTOM_MESH_GEN_CUBE
#if defined(CUSTOM_MESH_GEN_CUBE)
@ -1533,6 +1541,7 @@ par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
par_shapes_scale(sphere, radius, radius, radius);
@ -1571,6 +1580,7 @@ RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
par_shapes_scale(sphere, radius, radius, radius);
@ -1609,6 +1619,7 @@ RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
Mesh GenMeshCylinder(float radius, float height, int slices)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
// Instance a cylinder that sits on the Z=0 plane using the given tessellation
// levels across the UV domain. Think of "slices" like a number of pizza
@ -1667,6 +1678,7 @@ Mesh GenMeshCylinder(float radius, float height, int slices)
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
if (radius > 1.0f) radius = 1.0f;
else if (radius < 0.1f) radius = 0.1f;
@ -1709,6 +1721,7 @@ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
if (radius > 3.0f) radius = 3.0f;
else if (radius < 0.5f) radius = 0.5f;
@ -1860,13 +1873,14 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
Color *cubicmapPixels = GetImageData(cubicmap);
int mapWidth = cubicmap.width;
int mapHeight = cubicmap.height;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
// NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
int vCounter = 0; // Used to count vertices
@ -2478,11 +2492,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
// Simple way to check for collision, just checking distance between two points
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
/*
float dx = centerA.x - centerB.x; // X distance between centers
float dy = centerA.y - centerB.y; // Y distance between centers
float dz = centerA.z - centerB.z; // Z distance between centers
float dx = centerA.x - centerB.x; // X distance between centers
float dy = centerA.y - centerB.y; // Y distance between centers
float dz = centerA.z - centerB.z; // Z distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
if (distance <= (radiusA + radiusB)) collision = true;
*/
@ -2510,35 +2524,35 @@ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
}
// Detect collision between box and sphere
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere)
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
{
bool collision = false;
float dmin = 0;
if (centerSphere.x < box.min.x) dmin += powf(centerSphere.x - box.min.x, 2);
else if (centerSphere.x > box.max.x) dmin += powf(centerSphere.x - box.max.x, 2);
if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2);
else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2);
if (centerSphere.y < box.min.y) dmin += powf(centerSphere.y - box.min.y, 2);
else if (centerSphere.y > box.max.y) dmin += powf(centerSphere.y - box.max.y, 2);
if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2);
else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2);
if (centerSphere.z < box.min.z) dmin += powf(centerSphere.z - box.min.z, 2);
else if (centerSphere.z > box.max.z) dmin += powf(centerSphere.z - box.max.z, 2);
if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2);
else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2);
if (dmin <= (radiusSphere*radiusSphere)) collision = true;
if (dmin <= (radius*radius)) collision = true;
return collision;
}
// Detect collision between ray and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
{
bool collision = false;
Vector3 raySpherePos = Vector3Subtract(spherePosition, ray.position);
Vector3 raySpherePos = Vector3Subtract(center, ray.position);
float distance = Vector3Length(raySpherePos);
float vector = Vector3DotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
float d = radius*radius - (distance*distance - vector*vector);
if (d >= 0.0f) collision = true;
@ -2546,21 +2560,21 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
}
// Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint)
bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
{
bool collision = false;
Vector3 raySpherePos = Vector3Subtract(spherePosition, ray.position);
Vector3 raySpherePos = Vector3Subtract(center, ray.position);
float distance = Vector3Length(raySpherePos);
float vector = Vector3DotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
float d = radius*radius - (distance*distance - vector*vector);
if (d >= 0.0f) collision = true;
// Check if ray origin is inside the sphere to calculate the correct collision point
float collisionDistance = 0;
if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
if (distance < radius) collisionDistance = vector + sqrtf(d);
else collisionDistance = vector - sqrtf(d);
// Calculate collision point
@ -2594,29 +2608,29 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
}
// Get collision info between ray and model
RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
RayHitInfo GetCollisionRayModel(Ray ray, Model model)
{
RayHitInfo result = { 0 };
for (int m = 0; m < model->meshCount; m++)
for (int m = 0; m < model.meshCount; m++)
{
// Check if meshhas vertex data on CPU for testing
if (model->meshes[m].vertices != NULL)
if (model.meshes[m].vertices != NULL)
{
// model->mesh.triangleCount may not be set, vertexCount is more reliable
int triangleCount = model->meshes[m].vertexCount/3;
int triangleCount = model.meshes[m].vertexCount/3;
// Test against all triangles in mesh
for (int i = 0; i < triangleCount; i++)
{
Vector3 a, b, c;
Vector3 *vertdata = (Vector3 *)model->meshes[m].vertices;
Vector3 *vertdata = (Vector3 *)model.meshes[m].vertices;
if (model->meshes[m].indices)
if (model.meshes[m].indices)
{
a = vertdata[model->meshes[m].indices[i*3 + 0]];
b = vertdata[model->meshes[m].indices[i*3 + 1]];
c = vertdata[model->meshes[m].indices[i*3 + 2]];
a = vertdata[model.meshes[m].indices[i*3 + 0]];
b = vertdata[model.meshes[m].indices[i*3 + 1]];
c = vertdata[model.meshes[m].indices[i*3 + 2]];
}
else
{
@ -2625,9 +2639,9 @@ RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
c = vertdata[i*3 + 2];
}
a = Vector3Transform(a, model->transform);
b = Vector3Transform(b, model->transform);
c = Vector3Transform(c, model->transform);
a = Vector3Transform(a, model.transform);
b = Vector3Transform(b, model.transform);
c = Vector3Transform(c, model.transform);
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
@ -2800,6 +2814,7 @@ static Model LoadOBJ(const char *fileName)
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
int vCount = 0;
int vtCount = 0;
@ -3068,6 +3083,8 @@ static Model LoadIQM(const char *fileName)
// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
model.meshes[i].animVertices = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
model.meshes[i].animNormals = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
}
// Triangles data processing
@ -3386,8 +3403,10 @@ static Model LoadGLTF(const char *fileName)
model.meshCount = primitivesCount;
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
model.materialCount = data->materials_count + 1;
model.materials = RL_MALLOC(model.materialCount * sizeof(Material));
model.meshMaterial = RL_MALLOC(model.meshCount * sizeof(int));
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
for (int i = 0; i < model.materialCount - 1; i++)
{
@ -3397,10 +3416,10 @@ static Model LoadGLTF(const char *fileName)
if (data->materials[i].pbr_metallic_roughness.base_color_factor)
{
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255.99f);
tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255.99f);
tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255.99f);
tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255.99f);
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255.99f);
tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255.99f);
tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255.99f);
tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255.99f);
}
else
{