Added new matrix location points and extra functions
- New model and view transformation matrix added, useful for shaders. Modelview matrix not deleted to keep opengl 1.1 pipeline compatibility. - New extra function added DrawModelWiresEx() to set a rotation and scale transformations to a wire model drawing. - Other writing and little audio.c bug fixed.
This commit is contained in:
parent
1b39b2e261
commit
4db2da9185
6 changed files with 114 additions and 92 deletions
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@ -92,7 +92,7 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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bool musicEnabled = false;
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static bool musicEnabled = false;
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static Music currentMusic; // Current music loaded
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static Music currentMusic; // Current music loaded
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// NOTE: Only one music file playing at a time
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// NOTE: Only one music file playing at a time
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BIN
src/libraylib.a
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BIN
src/libraylib.a
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Binary file not shown.
185
src/models.c
185
src/models.c
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@ -64,7 +64,7 @@ static VertexData LoadOBJ(const char *fileName);
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// Draw cube
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// Draw cube
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// NOTE: Cube position is the center position
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// NOTE: Cube position is the center position
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
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void DrawCube(Vector3 position, float width, float height, float length, Color color)
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{
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{
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float x = 0.0f;
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float x = 0.0f;
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float y = 0.0f;
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float y = 0.0f;
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@ -81,58 +81,58 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face -----------------------------------------------------
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// Front Face -----------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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// Back Face ------------------------------------------------------
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// Back Face ------------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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// Top Face -------------------------------------------------------
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// Top Face -------------------------------------------------------
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
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// Bottom Face ----------------------------------------------------
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// Bottom Face ----------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
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// Right face -----------------------------------------------------
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// Right face -----------------------------------------------------
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
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// Left Face ------------------------------------------------------
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// Left Face ------------------------------------------------------
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
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rlEnd();
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rlEnd();
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rlPopMatrix();
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rlPopMatrix();
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}
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}
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@ -144,7 +144,7 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color)
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}
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}
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// Draw cube wires
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// Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
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void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
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{
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{
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float x = 0.0f;
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float x = 0.0f;
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float y = 0.0f;
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float y = 0.0f;
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@ -160,62 +160,62 @@ void DrawCubeWires(Vector3 position, float width, float height, float lenght, Co
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// Front Face -----------------------------------------------------
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// Front Face -----------------------------------------------------
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// Bottom Line
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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// Left Line
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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// Top Line
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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// Right Line
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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// Back Face ------------------------------------------------------
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// Back Face ------------------------------------------------------
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// Bottom Line
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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// Left Line
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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// Top Line
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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// Right Line
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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// Top Face -------------------------------------------------------
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// Top Face -------------------------------------------------------
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// Left Line
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// Left Line
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rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
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rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
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// Right Line
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// Right Line
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rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Front
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
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rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
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// Bottom Face ---------------------------------------------------
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// Bottom Face ---------------------------------------------------
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// Left Line
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// Left Line
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rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Top Left Front
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
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rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
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// Right Line
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// Right Line
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rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Top Right Front
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
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rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
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rlEnd();
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rlEnd();
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rlPopMatrix();
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rlPopMatrix();
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}
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}
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// Draw cube
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// Draw cube
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// NOTE: Cube position is the center position
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// NOTE: Cube position is the center position
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color)
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
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{
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{
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float x = position.x;
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float x = position.x;
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float y = position.y;
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float y = position.y;
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face
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// Front Face
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
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// Back Face
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// Back Face
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rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
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rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
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// Top Face
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// Top Face
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rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
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rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
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// Bottom Face
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// Bottom Face
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rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
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rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad
|
||||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Left Of The Texture and Quad
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad
|
||||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
|
||||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
|
||||||
// Right face
|
// Right face
|
||||||
rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
|
rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
|
||||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
|
||||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
|
||||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
|
||||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
|
||||||
// Left Face
|
// Left Face
|
||||||
rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
|
rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
|
||||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
|
||||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
|
||||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
|
||||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
|
||||||
rlEnd();
|
rlEnd();
|
||||||
//rlPopMatrix();
|
//rlPopMatrix();
|
||||||
|
|
||||||
|
@ -534,12 +534,12 @@ void DrawGrid(int slices, float spacing)
|
||||||
void DrawGizmo(Vector3 position)
|
void DrawGizmo(Vector3 position)
|
||||||
{
|
{
|
||||||
// NOTE: RGB = XYZ
|
// NOTE: RGB = XYZ
|
||||||
float lenght = 1.0f;
|
float length = 1.0f;
|
||||||
|
|
||||||
rlPushMatrix();
|
rlPushMatrix();
|
||||||
rlTranslatef(position.x, position.y, position.z);
|
rlTranslatef(position.x, position.y, position.z);
|
||||||
//rlRotatef(rotation, 0, 1, 0);
|
//rlRotatef(rotation, 0, 1, 0);
|
||||||
rlScalef(lenght, lenght, lenght);
|
rlScalef(length, length, length);
|
||||||
|
|
||||||
rlBegin(RL_LINES);
|
rlBegin(RL_LINES);
|
||||||
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
||||||
|
@ -1164,6 +1164,13 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
|
||||||
rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true);
|
rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw a model wires (with texture if set) with extended parameters
|
||||||
|
void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint)
|
||||||
|
{
|
||||||
|
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
|
||||||
|
rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, true);
|
||||||
|
}
|
||||||
|
|
||||||
// Draw a billboard
|
// Draw a billboard
|
||||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
|
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
|
||||||
{
|
{
|
||||||
|
|
|
@ -329,7 +329,9 @@ typedef struct Shader {
|
||||||
|
|
||||||
// Uniforms
|
// Uniforms
|
||||||
int projectionLoc; // Projection matrix uniform location point (vertex shader)
|
int projectionLoc; // Projection matrix uniform location point (vertex shader)
|
||||||
int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
|
int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
|
||||||
|
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
|
||||||
|
int viewLoc; // View transformation matrix uniform location point (vertex shader)
|
||||||
int tintColorLoc; // Color uniform location point (fragment shader)
|
int tintColorLoc; // Color uniform location point (fragment shader)
|
||||||
|
|
||||||
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
||||||
|
@ -666,6 +668,7 @@ void SetModelTexture(Model *model, Texture2D texture);
|
||||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||||
void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
|
void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
|
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
|
||||||
|
void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||||
|
|
||||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||||
|
|
10
src/rlgl.c
10
src/rlgl.c
|
@ -1498,6 +1498,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
|
||||||
glUseProgram(model.shader.id);
|
glUseProgram(model.shader.id);
|
||||||
|
|
||||||
// Apply transformation provided in model.transform matrix
|
// Apply transformation provided in model.transform matrix
|
||||||
|
// TODO: review if at this point the modelview matrix just contains view matrix values
|
||||||
|
Matrix viewworld = modelview; // Store view matrix before applying model transformations
|
||||||
Matrix modelviewworld = MatrixMultiply(model.transform, modelview); // World-space transformation
|
Matrix modelviewworld = MatrixMultiply(model.transform, modelview); // World-space transformation
|
||||||
|
|
||||||
// Apply transformations provided in function
|
// Apply transformations provided in function
|
||||||
|
@ -1513,6 +1515,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
|
||||||
|
|
||||||
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
|
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
|
||||||
glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(projection));
|
glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(projection));
|
||||||
|
glUniformMatrix4fv(model.shader.modelLoc, 1, false, GetMatrixVector(transform));
|
||||||
|
glUniformMatrix4fv(model.shader.viewLoc, 1, false, GetMatrixVector(viewworld));
|
||||||
glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(modelviewworld));
|
glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(modelviewworld));
|
||||||
|
|
||||||
// Apply color tinting to model
|
// Apply color tinting to model
|
||||||
|
@ -2242,6 +2246,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
|
||||||
|
|
||||||
// Get handles to GLSL uniform locations (vertex shader)
|
// Get handles to GLSL uniform locations (vertex shader)
|
||||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||||
|
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
||||||
|
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
||||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||||
|
|
||||||
// Get handles to GLSL uniform locations (fragment shader)
|
// Get handles to GLSL uniform locations (fragment shader)
|
||||||
|
@ -2781,6 +2787,8 @@ static Shader LoadDefaultShader(void)
|
||||||
|
|
||||||
// Get handles to GLSL uniform locations (vertex shader)
|
// Get handles to GLSL uniform locations (vertex shader)
|
||||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||||
|
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
||||||
|
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
||||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||||
|
|
||||||
// Get handles to GLSL uniform locations (fragment shader)
|
// Get handles to GLSL uniform locations (fragment shader)
|
||||||
|
@ -2861,6 +2869,8 @@ static Shader LoadSimpleShader(void)
|
||||||
|
|
||||||
// Get handles to GLSL uniform locations (vertex shader)
|
// Get handles to GLSL uniform locations (vertex shader)
|
||||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||||
|
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
||||||
|
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
||||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||||
|
|
||||||
// Get handles to GLSL uniform locations (fragment shader)
|
// Get handles to GLSL uniform locations (fragment shader)
|
||||||
|
|
|
@ -160,7 +160,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
||||||
|
|
||||||
// Uniforms
|
// Uniforms
|
||||||
int projectionLoc; // Projection matrix uniform location point (vertex shader)
|
int projectionLoc; // Projection matrix uniform location point (vertex shader)
|
||||||
int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
|
int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
|
||||||
|
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
|
||||||
|
int viewLoc; // View transformation matrix uniform location point (vertex shader)
|
||||||
int tintColorLoc; // Color uniform location point (fragment shader)
|
int tintColorLoc; // Color uniform location point (fragment shader)
|
||||||
|
|
||||||
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue