Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
commit
63a1bf373c
2 changed files with 42 additions and 30 deletions
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@ -12,14 +12,14 @@ uniform vec4 colDiffuse;
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float smoothing = 1.0/16.0;
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void main()
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{
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// Texel color fetching from texture sampler
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// NOTE: Calculate alpha using signed distance field (SDF)
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float distance = texture(texture0, fragTexCoord).a;
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float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
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float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5;
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float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline)));
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float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline);
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// Calculate final fragment color
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finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
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66
src/models.c
66
src/models.c
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@ -1425,41 +1425,53 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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int vCounter = 0;
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int boneCounter = 0;
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int boneId = 0;
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float boneWeight = 0.0;
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for (int i = 0; i < model.meshes[m].vertexCount; i++)
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{
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boneId = model.meshes[m].boneIds[boneCounter];
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inTranslation = model.bindPose[boneId].translation;
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inRotation = model.bindPose[boneId].rotation;
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//inScale = model.bindPose[boneId].scale;
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outTranslation = anim.framePoses[frame][boneId].translation;
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outRotation = anim.framePoses[frame][boneId].rotation;
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outScale = anim.framePoses[frame][boneId].scale;
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model.meshes[m].animVertices[vCounter] = 0;
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model.meshes[m].animVertices[vCounter + 1] = 0;
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model.meshes[m].animVertices[vCounter + 2] = 0;
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// Vertices processing
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// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
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animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
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animVertex = Vector3Multiply(animVertex, outScale);
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animVertex = Vector3Subtract(animVertex, inTranslation);
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animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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animVertex = Vector3Add(animVertex, outTranslation);
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model.meshes[m].animVertices[vCounter] = animVertex.x;
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model.meshes[m].animVertices[vCounter + 1] = animVertex.y;
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model.meshes[m].animVertices[vCounter + 2] = animVertex.z;
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model.meshes[m].animNormals[vCounter] = 0;
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model.meshes[m].animNormals[vCounter + 1] = 0;
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model.meshes[m].animNormals[vCounter + 2] = 0;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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if (model.meshes[m].normals != NULL)
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for (int j = 0; j < 4; j++)
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{
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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
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animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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model.meshes[m].animNormals[vCounter] = animNormal.x;
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model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
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model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
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}
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boneId = model.meshes[m].boneIds[boneCounter];
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boneWeight = model.meshes[m].boneWeights[boneCounter];
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inTranslation = model.bindPose[boneId].translation;
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inRotation = model.bindPose[boneId].rotation;
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//inScale = model.bindPose[boneId].scale;
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outTranslation = anim.framePoses[frame][boneId].translation;
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outRotation = anim.framePoses[frame][boneId].rotation;
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outScale = anim.framePoses[frame][boneId].scale;
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// Vertices processing
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// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
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animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
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animVertex = Vector3Multiply(animVertex, outScale);
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animVertex = Vector3Subtract(animVertex, inTranslation);
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animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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animVertex = Vector3Add(animVertex, outTranslation);
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model.meshes[m].animVertices[vCounter] += animVertex.x * boneWeight;
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model.meshes[m].animVertices[vCounter + 1] += animVertex.y * boneWeight;
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model.meshes[m].animVertices[vCounter + 2] += animVertex.z * boneWeight;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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if (model.meshes[m].normals != NULL)
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{
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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
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animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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model.meshes[m].animNormals[vCounter] += animNormal.x * boneWeight;
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model.meshes[m].animNormals[vCounter + 1] += animNormal.y * boneWeight;
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model.meshes[m].animNormals[vCounter + 2] += animNormal.z * boneWeight;
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}
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boneCounter += 1;
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}
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vCounter += 3;
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boneCounter += 4;
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}
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// Upload new vertex data to GPU for model drawing
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