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:
parent
2a913b6587
commit
3d5fa81bf2
5 changed files with 105 additions and 81 deletions
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@ -105,7 +105,7 @@ int main(void)
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// Check ray collision against model
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// NOTE: It considers model.transform matrix!
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meshHitInfo = GetCollisionRayModel(ray, &tower);
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meshHitInfo = GetCollisionRayModel(ray, tower);
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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{
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@ -54,7 +54,7 @@ int main(void)
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{
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if (IsFileExtension(droppedFiles[0], ".obj"))
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{
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]);
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
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model.meshes = LoadMeshes(droppedFiles[0], &model.meshCount);
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bounds = MeshBoundingBox(model.meshes[0]);
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}
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101
src/models.c
101
src/models.c
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@ -71,7 +71,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -702,7 +702,7 @@ Model LoadModelFromMesh(Mesh mesh)
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// Unload model from memory (RAM and/or VRAM)
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void UnloadModel(Model model)
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{
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]);
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
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for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
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RL_FREE(model.meshes);
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@ -729,9 +729,10 @@ Mesh *LoadMeshes(const char *fileName, int *meshCount)
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}
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// Unload mesh from memory (RAM and/or VRAM)
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void UnloadMesh(Mesh *mesh)
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void UnloadMesh(Mesh mesh)
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{
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rlUnloadMesh(mesh);
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RL_FREE(mesh.vboId);
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}
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// Export mesh data to file
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@ -824,6 +825,7 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
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Material LoadMaterialDefault(void)
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{
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Material material = { 0 };
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material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS*sizeof(MaterialMap), 1);
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material.shader = GetShaderDefault();
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material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
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@ -847,6 +849,8 @@ void UnloadMaterial(Material material)
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{
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if (material.maps[i].texture.id != GetTextureDefault().id) rlDeleteTextures(material.maps[i].texture.id);
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}
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RL_FREE(material.maps);
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}
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// Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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@ -1173,6 +1177,7 @@ bool IsModelAnimationValid(Model model, ModelAnimation anim)
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Mesh GenMeshPoly(int sides, float radius)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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int vertexCount = sides*3;
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// Vertices definition
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@ -1235,6 +1240,7 @@ Mesh GenMeshPoly(int sides, float radius)
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Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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#define CUSTOM_MESH_GEN_PLANE
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#if defined(CUSTOM_MESH_GEN_PLANE)
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@ -1337,6 +1343,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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mesh.vertices = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
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mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float));
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mesh.normals = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int));
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mesh.vertexCount = plane->ntriangles*3;
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mesh.triangleCount = plane->ntriangles;
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@ -1368,6 +1375,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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Mesh GenMeshCube(float width, float height, float length)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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#define CUSTOM_MESH_GEN_CUBE
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#if defined(CUSTOM_MESH_GEN_CUBE)
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@ -1533,6 +1541,7 @@ par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
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RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
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par_shapes_scale(sphere, radius, radius, radius);
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@ -1571,6 +1580,7 @@ RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
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RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
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par_shapes_scale(sphere, radius, radius, radius);
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@ -1609,6 +1619,7 @@ RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
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Mesh GenMeshCylinder(float radius, float height, int slices)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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// Instance a cylinder that sits on the Z=0 plane using the given tessellation
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// levels across the UV domain. Think of "slices" like a number of pizza
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@ -1667,6 +1678,7 @@ Mesh GenMeshCylinder(float radius, float height, int slices)
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Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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if (radius > 1.0f) radius = 1.0f;
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else if (radius < 0.1f) radius = 0.1f;
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@ -1709,6 +1721,7 @@ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
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Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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if (radius > 3.0f) radius = 3.0f;
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else if (radius < 0.5f) radius = 0.5f;
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@ -1860,13 +1873,14 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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Color *cubicmapPixels = GetImageData(cubicmap);
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int mapWidth = cubicmap.width;
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int mapHeight = cubicmap.height;
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// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
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// NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
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int maxTriangles = cubicmap.width*cubicmap.height*12;
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int vCounter = 0; // Used to count vertices
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@ -2478,11 +2492,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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// Simple way to check for collision, just checking distance between two points
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// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
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/*
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Z distance between centers
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Z distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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*/
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@ -2510,35 +2524,35 @@ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
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}
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// Detect collision between box and sphere
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere)
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
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{
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bool collision = false;
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float dmin = 0;
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if (centerSphere.x < box.min.x) dmin += powf(centerSphere.x - box.min.x, 2);
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else if (centerSphere.x > box.max.x) dmin += powf(centerSphere.x - box.max.x, 2);
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if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2);
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else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2);
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if (centerSphere.y < box.min.y) dmin += powf(centerSphere.y - box.min.y, 2);
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else if (centerSphere.y > box.max.y) dmin += powf(centerSphere.y - box.max.y, 2);
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if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2);
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else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2);
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if (centerSphere.z < box.min.z) dmin += powf(centerSphere.z - box.min.z, 2);
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else if (centerSphere.z > box.max.z) dmin += powf(centerSphere.z - box.max.z, 2);
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if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2);
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else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2);
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if (dmin <= (radiusSphere*radiusSphere)) collision = true;
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if (dmin <= (radius*radius)) collision = true;
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return collision;
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}
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// Detect collision between ray and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
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bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
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{
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bool collision = false;
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Vector3 raySpherePos = Vector3Subtract(spherePosition, ray.position);
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
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float d = radius*radius - (distance*distance - vector*vector);
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if (d >= 0.0f) collision = true;
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@ -2546,21 +2560,21 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
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}
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// Detect collision between ray and sphere with extended parameters and collision point detection
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint)
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
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{
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bool collision = false;
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Vector3 raySpherePos = Vector3Subtract(spherePosition, ray.position);
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
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float d = radius*radius - (distance*distance - vector*vector);
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if (d >= 0.0f) collision = true;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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float collisionDistance = 0;
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if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
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if (distance < radius) collisionDistance = vector + sqrtf(d);
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else collisionDistance = vector - sqrtf(d);
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// Calculate collision point
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@ -2594,29 +2608,29 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
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}
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// Get collision info between ray and model
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RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
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RayHitInfo GetCollisionRayModel(Ray ray, Model model)
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{
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RayHitInfo result = { 0 };
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for (int m = 0; m < model->meshCount; m++)
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for (int m = 0; m < model.meshCount; m++)
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{
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// Check if meshhas vertex data on CPU for testing
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if (model->meshes[m].vertices != NULL)
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if (model.meshes[m].vertices != NULL)
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{
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// model->mesh.triangleCount may not be set, vertexCount is more reliable
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int triangleCount = model->meshes[m].vertexCount/3;
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int triangleCount = model.meshes[m].vertexCount/3;
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// Test against all triangles in mesh
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for (int i = 0; i < triangleCount; i++)
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{
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Vector3 a, b, c;
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Vector3 *vertdata = (Vector3 *)model->meshes[m].vertices;
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Vector3 *vertdata = (Vector3 *)model.meshes[m].vertices;
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if (model->meshes[m].indices)
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if (model.meshes[m].indices)
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{
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a = vertdata[model->meshes[m].indices[i*3 + 0]];
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b = vertdata[model->meshes[m].indices[i*3 + 1]];
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c = vertdata[model->meshes[m].indices[i*3 + 2]];
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a = vertdata[model.meshes[m].indices[i*3 + 0]];
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b = vertdata[model.meshes[m].indices[i*3 + 1]];
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c = vertdata[model.meshes[m].indices[i*3 + 2]];
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}
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else
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{
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@ -2625,9 +2639,9 @@ RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
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c = vertdata[i*3 + 2];
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}
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a = Vector3Transform(a, model->transform);
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b = Vector3Transform(b, model->transform);
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c = Vector3Transform(c, model->transform);
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a = Vector3Transform(a, model.transform);
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b = Vector3Transform(b, model.transform);
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c = Vector3Transform(c, model.transform);
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
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@ -2800,6 +2814,7 @@ static Model LoadOBJ(const char *fileName)
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mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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int vCount = 0;
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int vtCount = 0;
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@ -3068,6 +3083,8 @@ static Model LoadIQM(const char *fileName)
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// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
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model.meshes[i].animVertices = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
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model.meshes[i].animNormals = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
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model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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}
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// Triangles data processing
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@ -3386,8 +3403,10 @@ static Model LoadGLTF(const char *fileName)
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model.meshCount = primitivesCount;
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.materialCount = data->materials_count + 1;
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model.materials = RL_MALLOC(model.materialCount * sizeof(Material));
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model.meshMaterial = RL_MALLOC(model.meshCount * sizeof(int));
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model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
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model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
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for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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for (int i = 0; i < model.materialCount - 1; i++)
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{
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@ -3397,10 +3416,10 @@ static Model LoadGLTF(const char *fileName)
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if (data->materials[i].pbr_metallic_roughness.base_color_factor)
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{
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255.99f);
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tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255.99f);
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tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255.99f);
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tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255.99f);
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255.99f);
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tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255.99f);
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tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255.99f);
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tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255.99f);
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}
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else
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{
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22
src/raylib.h
22
src/raylib.h
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#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
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#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
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// Allow custom memory allocators
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#ifndef RL_MALLOC
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#define RL_MALLOC(sz) malloc(sz)
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@ -322,13 +318,13 @@ typedef struct Mesh {
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data)
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh;
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id; // Shader program id
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int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
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unsigned int id; // Shader program id
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int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
|
||||
} Shader;
|
||||
|
||||
// Material texture map
|
||||
|
@ -341,7 +337,7 @@ typedef struct MaterialMap {
|
|||
// Material type (generic)
|
||||
typedef struct Material {
|
||||
Shader shader; // Material shader
|
||||
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
|
||||
MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
|
||||
float *params; // Material generic parameters (if required)
|
||||
} Material;
|
||||
|
||||
|
@ -1240,7 +1236,7 @@ RLAPI void UnloadModel(Model model);
|
|||
// Mesh loading/unloading functions
|
||||
RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
|
||||
RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
|
||||
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
|
||||
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
|
||||
|
||||
// Material loading/unloading functions
|
||||
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
|
||||
|
@ -1284,11 +1280,11 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRe
|
|||
// Collision detection functions
|
||||
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
||||
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
||||
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
||||
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
|
||||
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
|
||||
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
|
||||
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
|
||||
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
||||
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
|
||||
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
|
||||
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
||||
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
|
||||
|
||||
|
|
59
src/rlgl.h
59
src/rlgl.h
|
@ -131,6 +131,10 @@
|
|||
#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
|
||||
#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
|
||||
|
||||
// Shader and material limits
|
||||
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
|
||||
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
|
||||
|
||||
// Texture parameters (equivalent to OpenGL defines)
|
||||
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
|
||||
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
|
||||
|
@ -228,7 +232,7 @@ typedef unsigned char byte;
|
|||
|
||||
// OpenGL identifiers
|
||||
unsigned int vaoId; // OpenGL Vertex Array Object id
|
||||
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
|
||||
unsigned int *vboId; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
|
||||
} Mesh;
|
||||
|
||||
// Shader and material limits
|
||||
|
@ -237,8 +241,8 @@ typedef unsigned char byte;
|
|||
|
||||
// Shader type (generic)
|
||||
typedef struct Shader {
|
||||
unsigned int id; // Shader program id
|
||||
int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
|
||||
unsigned int id; // Shader program id
|
||||
int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
|
||||
} Shader;
|
||||
|
||||
// Material texture map
|
||||
|
@ -251,7 +255,7 @@ typedef unsigned char byte;
|
|||
// Material type (generic)
|
||||
typedef struct Material {
|
||||
Shader shader; // Material shader
|
||||
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
|
||||
MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS)
|
||||
float *params; // Material generic parameters (if required)
|
||||
} Material;
|
||||
|
||||
|
@ -499,7 +503,7 @@ RLAPI bool rlRenderTextureComplete(RenderTexture target); // Ver
|
|||
RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
|
||||
RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
|
||||
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
||||
RLAPI void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
|
||||
RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
|
||||
|
||||
// NOTE: There is a set of shader related functions that are available to end user,
|
||||
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
|
||||
|
@ -2757,30 +2761,30 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|||
}
|
||||
|
||||
// Unload mesh data from CPU and GPU
|
||||
void rlUnloadMesh(Mesh *mesh)
|
||||
void rlUnloadMesh(Mesh mesh)
|
||||
{
|
||||
RL_FREE(mesh->vertices);
|
||||
RL_FREE(mesh->texcoords);
|
||||
RL_FREE(mesh->normals);
|
||||
RL_FREE(mesh->colors);
|
||||
RL_FREE(mesh->tangents);
|
||||
RL_FREE(mesh->texcoords2);
|
||||
RL_FREE(mesh->indices);
|
||||
RL_FREE(mesh.vertices);
|
||||
RL_FREE(mesh.texcoords);
|
||||
RL_FREE(mesh.normals);
|
||||
RL_FREE(mesh.colors);
|
||||
RL_FREE(mesh.tangents);
|
||||
RL_FREE(mesh.texcoords2);
|
||||
RL_FREE(mesh.indices);
|
||||
|
||||
RL_FREE(mesh->animVertices);
|
||||
RL_FREE(mesh->animNormals);
|
||||
RL_FREE(mesh->boneWeights);
|
||||
RL_FREE(mesh->boneIds);
|
||||
RL_FREE(mesh.animVertices);
|
||||
RL_FREE(mesh.animNormals);
|
||||
RL_FREE(mesh.boneWeights);
|
||||
RL_FREE(mesh.boneIds);
|
||||
|
||||
rlDeleteBuffers(mesh->vboId[0]); // vertex
|
||||
rlDeleteBuffers(mesh->vboId[1]); // texcoords
|
||||
rlDeleteBuffers(mesh->vboId[2]); // normals
|
||||
rlDeleteBuffers(mesh->vboId[3]); // colors
|
||||
rlDeleteBuffers(mesh->vboId[4]); // tangents
|
||||
rlDeleteBuffers(mesh->vboId[5]); // texcoords2
|
||||
rlDeleteBuffers(mesh->vboId[6]); // indices
|
||||
rlDeleteBuffers(mesh.vboId[0]); // vertex
|
||||
rlDeleteBuffers(mesh.vboId[1]); // texcoords
|
||||
rlDeleteBuffers(mesh.vboId[2]); // normals
|
||||
rlDeleteBuffers(mesh.vboId[3]); // colors
|
||||
rlDeleteBuffers(mesh.vboId[4]); // tangents
|
||||
rlDeleteBuffers(mesh.vboId[5]); // texcoords2
|
||||
rlDeleteBuffers(mesh.vboId[6]); // indices
|
||||
|
||||
rlDeleteVertexArrays(mesh->vaoId);
|
||||
rlDeleteVertexArrays(mesh.vaoId);
|
||||
}
|
||||
|
||||
// Read screen pixel data (color buffer)
|
||||
|
@ -2953,6 +2957,7 @@ char *LoadText(const char *fileName)
|
|||
Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
||||
{
|
||||
Shader shader = { 0 };
|
||||
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS*sizeof(int), 1);
|
||||
|
||||
char *vShaderStr = NULL;
|
||||
char *fShaderStr = NULL;
|
||||
|
@ -2973,6 +2978,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
|||
Shader LoadShaderCode(char *vsCode, char *fsCode)
|
||||
{
|
||||
Shader shader = { 0 };
|
||||
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS*sizeof(int), 1);
|
||||
|
||||
// NOTE: All locations must be reseted to -1 (no location)
|
||||
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
||||
|
@ -3038,6 +3044,8 @@ void UnloadShader(Shader shader)
|
|||
rlDeleteShader(shader.id);
|
||||
TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
|
||||
}
|
||||
|
||||
RL_FREE(shader.locs);
|
||||
}
|
||||
|
||||
// Begin custom shader mode
|
||||
|
@ -3861,6 +3869,7 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
|
|||
static Shader LoadShaderDefault(void)
|
||||
{
|
||||
Shader shader = { 0 };
|
||||
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS*sizeof(int), 1);
|
||||
|
||||
// NOTE: All locations must be reseted to -1 (no location)
|
||||
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue