WARNING: BREAKING CHANGE: rlgl complete decoupling from raylib -WIP-
rlgl has been redesigned to avoid any dependency to `raylib` or `raymath`, all functions using some of those libs have been reviewed. - REMOVED: `Texture2D`, `Shader` structs dependency - REMOVED: `Vector3`, `Matrix` structs dependency - REMOVED: raymath functions dependency, all required math is implemented in rlgl - ADDED: `rlMatrix` custom rlgl type - ADDED: `utils.c`: `rlMatrixFromMatrix()` and `rlMatrixToMatrix()` for a safe conversion between raylib<->rlgl matrix types - ADDED: `rl` prefix to all `rlgl` structs - Other small tweaks here and there
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10 changed files with 595 additions and 356 deletions
71
src/models.c
71
src/models.c
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@ -40,26 +40,18 @@
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// Check if config flags have been externally provided on compilation line
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#if !defined(EXTERNAL_CONFIG_FLAGS)
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#include "config.h" // Defines module configuration flags
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#include "config.h" // Defines module configuration flags
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#endif
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#include "utils.h" // Required for: LoadFileData(), LoadFileText(), SaveFileText()
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#include "utils.h" // Required for: TRACELOG(), LoadFileData(), LoadFileText(), SaveFileText()
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
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#include <stdio.h> // Required for: sprintf()
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#include <stdlib.h> // Required for: malloc(), free()
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#include <string.h> // Required for: memcmp(), strlen()
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#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf()
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#if defined(_WIN32)
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#include <direct.h> // Required for: _chdir() [Used in LoadOBJ()]
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#define CHDIR _chdir
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#else
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#include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()]
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#define CHDIR chdir
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#endif
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
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#define TINYOBJ_MALLOC RL_MALLOC
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#define TINYOBJ_CALLOC RL_CALLOC
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@ -89,6 +81,14 @@
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#include "external/par_shapes.h" // Shapes 3d parametric generation
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#endif
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#if defined(_WIN32)
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#include <direct.h> // Required for: _chdir() [Used in LoadOBJ()]
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#define CHDIR _chdir
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#else
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#include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()]
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#define CHDIR chdir
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@ -1051,13 +1051,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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// That's because BeginMode3D() sets it and there is no model-drawing function
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// that modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matModel = MatrixIdentity();
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Matrix matView = rlGetMatrixModelview();
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Matrix matView = rlMatrixToMatrix(rlGetMatrixModelview());
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Matrix matModelView = MatrixIdentity();
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Matrix matProjection = rlGetMatrixProjection();
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Matrix matProjection = rlMatrixToMatrix(rlGetMatrixProjection());
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// Upload view and projection matrices (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlMatrixFromMatrix(matView));
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlMatrixFromMatrix(matProjection));
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if (instancing)
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{
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@ -1089,24 +1089,24 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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// Accumulate internal matrix transform (push/pop) and view matrix
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// NOTE: In this case, model instance transformation must be computed in the shader
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matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
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matModelView = MatrixMultiply(rlMatrixToMatrix(rlGetMatrixTransform()), matView);
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}
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else
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{
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// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], rlMatrixFromMatrix(transforms[0]));
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// Accumulate several model transformations:
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// transforms[0]: model transformation provided (includes DrawModel() params combined with model.transform)
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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matModel = MatrixMultiply(transforms[0], rlGetMatrixTransform());
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matModel = MatrixMultiply(transforms[0], rlMatrixToMatrix(rlGetMatrixTransform()));
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// Get model-view matrix
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matModelView = MatrixMultiply(matModel, matView);
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}
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], rlMatrixFromMatrix(MatrixTranspose(MatrixInvert(matModel))));
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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@ -1199,11 +1199,11 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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{
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// Setup current eye viewport (half screen width)
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rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
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matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
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matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlMatrixToMatrix(rlGetMatrixViewOffsetStereo(eye))), rlMatrixToMatrix(rlGetMatrixProjectionStereo(eye)));
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}
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// Send combined model-view-projection matrix to shader
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], rlMatrixFromMatrix(matModelViewProjection));
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if (instancing) // Draw mesh instanced
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{
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@ -1247,8 +1247,8 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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else
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{
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// Restore rlgl internal modelview and projection matrices
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rlSetMatrixModelview(matView);
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rlSetMatrixProjection(matProjection);
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rlSetMatrixModelview(rlMatrixFromMatrix(matView));
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rlSetMatrixProjection(rlMatrixFromMatrix(matProjection));
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}
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#endif
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}
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@ -1371,7 +1371,11 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
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// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
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if (materials != NULL)
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{
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for (unsigned int i = 0; i < count; i++) materials[i].shader = rlGetShaderDefault();
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for (unsigned int i = 0; i < count; i++)
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{
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materials[i].shader.id = rlGetShaderIdDefault();
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materials[i].shader.locs = rlGetShaderLocsDefault();
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}
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}
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*materialCount = count;
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@ -1384,8 +1388,12 @@ Material LoadMaterialDefault(void)
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Material material = { 0 };
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material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap));
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material.shader = rlGetShaderDefault();
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material.maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // White texture (1x1 pixel)
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// Using rlgl default shader
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material.shader.id = rlGetShaderIdDefault();
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material.shader.locs = rlGetShaderLocsDefault();
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// Using rlgl default texture (1x1 pixel, UNCOMPRESSED_R8G8B8A8, 1 mipmap)
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material.maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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//material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set
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//material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set
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@ -1399,12 +1407,12 @@ Material LoadMaterialDefault(void)
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void UnloadMaterial(Material material)
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{
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// Unload material shader (avoid unloading default shader, managed by raylib)
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if (material.shader.id != rlGetShaderDefault().id) UnloadShader(material.shader);
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if (material.shader.id != rlGetShaderIdDefault()) UnloadShader(material.shader);
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// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
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for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
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{
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if (material.maps[i].texture.id != rlGetTextureDefault().id) rlUnloadTexture(material.maps[i].texture.id);
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if (material.maps[i].texture.id != rlGetTextureIdDefault()) rlUnloadTexture(material.maps[i].texture.id);
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}
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RL_FREE(material.maps);
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@ -3400,10 +3408,11 @@ static Model LoadOBJ(const char *fileName)
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// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
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model.materials[m] = LoadMaterialDefault();
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // Get default texture, in case no texture is defined
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// Get default texture, in case no texture is defined
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// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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else model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault();
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
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