Road to raylib 1.1 - Testing rlgl
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1c8dce429e
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13 changed files with 2537 additions and 1314 deletions
681
src/models.c
681
src/models.c
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@ -29,7 +29,10 @@
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#include <stdio.h> // Standard input/output functions, used to read model files data
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#include <stdlib.h> // Declares malloc() and free() for memory management
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#include <math.h> // Used for sin, cos, tan
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#include "vector3.h" // Basic Vector3 functions
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#include "raymath.h" // Required for data type Matrix and Matrix functions
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@ -39,14 +42,30 @@
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Matrix type (OpenGL style 4x4 - right handed)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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#ifdef USE_OPENGL_11
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struct Model {
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int numVertices;
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Vector3 *vertices;
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Vector2 *texcoords;
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Vector3 *normals;
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};
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#else
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struct Model {
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int numVertices;
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Vector3 *vertices;
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Vector2 *texcoords;
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Vector3 *normals;
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};
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/*
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struct Model
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{
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GLUint vaoId;
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Matrix transform;
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int polyMode;
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}
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*/
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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@ -57,8 +76,6 @@ typedef struct Matrix {
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static float GetHeightValue(Color pixel);
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static void MatrixTranspose(Matrix *mat);
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static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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@ -68,52 +85,66 @@ static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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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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{
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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//glRotatef(rotation, 0.0f, 1.0f, 0.0f);
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//glScalef(1.0f, 1.0f, 1.0f);
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// THIS WORKS!
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/*
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Matrix mat = MatrixTranslate(2.0, 0.0, 0.0);
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MatrixTranspose(&mat);
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VectorTransform(&position, mat);
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PrintMatrix(mat);
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*/
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float x = position.x;
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float y = position.y;
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float z = position.z;
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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rlPushMatrix();
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// NOTE: Be careful! Function order matters (scale, translate, rotate)
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//rlScalef(2.0f, 2.0f, 2.0f);
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//rlTranslatef(2.0f, 0.0f, 0.0f);
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rlRotatef(45, 0, 1, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face
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glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
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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(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, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/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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// Back Face
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glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
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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, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/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, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
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// Top Face
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glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, height/2, lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, height/2, lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
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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, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/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, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
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// Bottom Face
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glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, -height/2, -lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
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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(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, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/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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// Right face
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glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
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glTexCoord2f(1.0f, 0.0f); glVertex3f( width/2, -height/2, -lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( width/2, height/2, -lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( width/2, height/2, lenght/2); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( width/2, -height/2, lenght/2); // Bottom Left Of The Texture and Quad
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rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
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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, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/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, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
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// Left Face
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glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-width/2, -height/2, -lenght/2); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-width/2, -height/2, lenght/2); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-width/2, height/2, lenght/2); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-width/2, height/2, -lenght/2); // Top Left Of The Texture and Quad
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glEnd();
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glPopMatrix();
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rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
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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(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, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/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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rlEnd();
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rlPopMatrix();
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}
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// Draw cube (Vector version)
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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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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawCube(position, width, height, lenght, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// TODO: Draw cube using RL_LINES!
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//DrawCube(position, width, height, lenght, color);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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// Draw sphere
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float lat1, z1, zr1;
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float lng, x, y;
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glPushMatrix();
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glTranslatef(centerPos.x, centerPos.y, centerPos.z);
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glRotatef(90, 1, 0, 0);
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glScalef(radius, radius, radius);
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// TODO: Review vertex translate/rotate/scale mechanism
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rlPushMatrix();
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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rlRotatef(90, 1, 0, 0);
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rlScalef(radius, radius, radius);
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glBegin(GL_QUAD_STRIP);
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rlBegin(GL_QUAD_STRIP);
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glColor4ub(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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for(int i = 0; i <= rings; i++)
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{
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x = cos(lng);
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y = sin(lng);
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glNormal3f(x * zr0, y * zr0, z0);
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glVertex3f(x * zr0, y * zr0, z0);
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rlNormal3f(x * zr0, y * zr0, z0);
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rlVertex3f(x * zr0, y * zr0, z0);
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glNormal3f(x * zr1, y * zr1, z1);
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glVertex3f(x * zr1, y * zr1, z1);
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rlNormal3f(x * zr1, y * zr1, z1);
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rlVertex3f(x * zr1, y * zr1, z1);
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}
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}
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glEnd();
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glPopMatrix();
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rlEnd();
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rlPopMatrix();
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}
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// Draw sphere wires
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void DrawSphereWires(Vector3 centerPos, float radius, Color color)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawSphere(centerPos, radius, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// TODO: Draw sphere using RL_LINES!
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//DrawSphere(centerPos, radius, color);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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// Draw a cylinder/cone
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if (radiusTop == 0) // Draw pyramid or cone
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{
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//void drawCone(const Vector3 &d, const Vector3 &a, const float h, const float rd, const int n)
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//d – axis defined as a normalized vector from base to apex
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//a – position of apex (top point)
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//h – height
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//rd – radius of directrix
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//n – number of radial "slices"
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// TODO: Review drawing to use RL_TRIANGLES
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glPushMatrix();
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//glTranslatef(centerPos.x, centerPos.y, centerPos.z);
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//glRotatef(degrees, 0.0f, 1.0f, 0.0f);
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//glScalef(1.0f, 1.0f, 1.0f);
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// Draw cone top
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rlBegin(GL_TRIANGLE_FAN);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(a.x, a.y, a.z);
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// Draw cone top
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex3f(a.x, a.y, a.z);
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for (int i = 0; i <= slices; i++)
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{
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float rad = angInc * i;
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p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
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p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
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p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
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glVertex3f(p.x, p.y, p.z);
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}
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glEnd();
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// Draw cone bottom
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex3f(c.x, c.y, c.z);
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for (int i = slices; i >= 0; i--)
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{
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float rad = angInc * i;
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p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
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p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
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p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
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glVertex3f(p.x, p.y, p.z);
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}
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glEnd();
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for (int i = 0; i <= slices; i++)
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{
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float rad = angInc * i;
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p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
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p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
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p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
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rlVertex3f(p.x, p.y, p.z);
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}
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rlEnd();
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// Draw cone bottom
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rlBegin(GL_TRIANGLE_FAN);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(c.x, c.y, c.z);
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glPopMatrix();
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for (int i = slices; i >= 0; i--)
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{
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float rad = angInc * i;
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p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
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p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
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p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
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rlVertex3f(p.x, p.y, p.z);
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}
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rlEnd();
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}
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else // Draw cylinder
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{
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glPushMatrix();
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//glTranslatef(centerPos.x, centerPos.y, centerPos.z);
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//glRotatef(degrees, 0.0f, 1.0f, 0.0f);
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//glScalef(1.0f, 1.0f, 1.0f);
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// Draw cylinder top (pointed cap)
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glVertex3f(c.x, c.y + height, c.z);
|
||||
for (int i = slices; i >= 0; i--)
|
||||
{
|
||||
float rad = angInc * i;
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
|
||||
glVertex3f(p.x, p.y, p.z);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
// Draw cylinder sides
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
for (int i = slices; i >= 0; i--)
|
||||
{
|
||||
float rad = angInc * i;
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
|
||||
glVertex3f(p.x, p.y, p.z);
|
||||
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
|
||||
glVertex3f(p.x, p.y, p.z);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
// Draw cylinder bottom
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glVertex3f(c.x, c.y, c.z);
|
||||
for (int i = slices; i >= 0; i--)
|
||||
{
|
||||
float rad = angInc * i;
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
|
||||
glVertex3f(p.x, p.y, p.z);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
// TODO: Review drawing to use RL_TRIANGLES
|
||||
|
||||
// Draw cylinder top (pointed cap)
|
||||
rlBegin(GL_TRIANGLE_FAN);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex3f(c.x, c.y + height, c.z);
|
||||
for (int i = slices; i >= 0; i--)
|
||||
{
|
||||
float rad = angInc * i;
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
|
||||
rlVertex3f(p.x, p.y, p.z);
|
||||
}
|
||||
rlEnd();
|
||||
|
||||
// Draw cylinder sides
|
||||
rlBegin(GL_TRIANGLE_STRIP);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
for (int i = slices; i >= 0; i--)
|
||||
{
|
||||
float rad = angInc * i;
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height;
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop);
|
||||
rlVertex3f(p.x, p.y, p.z);
|
||||
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
|
||||
rlVertex3f(p.x, p.y, p.z);
|
||||
}
|
||||
rlEnd();
|
||||
|
||||
// Draw cylinder bottom
|
||||
rlBegin(GL_TRIANGLE_FAN);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex3f(c.x, c.y, c.z);
|
||||
for (int i = slices; i >= 0; i--)
|
||||
{
|
||||
float rad = angInc * i;
|
||||
p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom);
|
||||
p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom);
|
||||
p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom);
|
||||
rlVertex3f(p.x, p.y, p.z);
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a cylinder/cone wires
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color)
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
// TODO: Draw sphere using RL_LINES!
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
DrawCylinder(position, radiusTop, radiusBottom, height, slices, color);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
|
||||
// Draw a plane
|
||||
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
|
||||
{
|
||||
// TODO: Review vertex translate/rotate/scale mechanism
|
||||
|
||||
// NOTE: Plane is always created on XZ ground and then rotated
|
||||
glPushMatrix();
|
||||
glTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
||||
rlPushMatrix();
|
||||
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
||||
|
||||
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
|
||||
glRotatef(rotation.x, 1, 0, 0);
|
||||
glRotatef(rotation.y, 0, 1, 0);
|
||||
glRotatef(rotation.z, 0, 0, 1);
|
||||
glScalef(size.x, 1.0f, size.y);
|
||||
rlRotatef(rotation.x, 1, 0, 0);
|
||||
rlRotatef(rotation.y, 0, 1, 0);
|
||||
rlRotatef(rotation.z, 0, 0, 1);
|
||||
rlScalef(size.x, 1.0f, size.y);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glNormal3f(0.0f, 1.0f, 0.0f);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.0f, -0.5f);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.0f, -0.5f);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.0f, 0.5f);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.0f, 0.5f);
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
rlBegin(GL_QUADS);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlNormal3f(0.0f, 1.0f, 0.0f);
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f);
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(0.5f, 0.0f, -0.5f);
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f);
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(-0.5f, 0.0f, 0.5f);
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw a plane with divisions
|
||||
|
@ -341,71 +373,75 @@ void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX,
|
|||
float texPieceW = 1 / size.x;
|
||||
float texPieceH = 1 / size.y;
|
||||
|
||||
// TODO: Review vertex translate/rotate/scale mechanism
|
||||
|
||||
// NOTE: Plane is always created on XZ ground and then rotated
|
||||
glPushMatrix();
|
||||
glTranslatef(-size.x / 2, 0.0f, -size.y / 2);
|
||||
glTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
||||
rlPushMatrix();
|
||||
rlTranslatef(-size.x / 2, 0.0f, -size.y / 2);
|
||||
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
||||
|
||||
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
|
||||
glRotatef(rotation.x, 1, 0, 0);
|
||||
glRotatef(rotation.y, 0, 1, 0);
|
||||
glRotatef(rotation.z, 0, 0, 1);
|
||||
rlRotatef(rotation.x, 1, 0, 0);
|
||||
rlRotatef(rotation.y, 0, 1, 0);
|
||||
rlRotatef(rotation.z, 0, 0, 1);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glNormal3f(0.0f, 1.0f, 0.0f);
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlNormal3f(0.0f, 1.0f, 0.0f);
|
||||
|
||||
for (int z = 0; z < slicesZ; z++)
|
||||
{
|
||||
for (int x = 0; x < slicesX; x++)
|
||||
{
|
||||
// Draw the plane quad by quad (with textcoords)
|
||||
glTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
|
||||
glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
|
||||
rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
|
||||
rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
|
||||
|
||||
glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
|
||||
glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
|
||||
rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
|
||||
rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
|
||||
|
||||
glTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
|
||||
glVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
|
||||
rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
|
||||
rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
|
||||
|
||||
glTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
|
||||
glVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
|
||||
rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
|
||||
rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
rlEnd();
|
||||
|
||||
glPopMatrix();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw a grid centered at (0, 0, 0)
|
||||
void DrawGrid(int slices, float spacing)
|
||||
{
|
||||
int halfSlices = slices / 2;
|
||||
|
||||
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
|
||||
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
|
||||
|
||||
glPushMatrix();
|
||||
glScalef(spacing, 1.0f, spacing);
|
||||
|
||||
glBegin(GL_LINES);
|
||||
for(int i = -halfSlices; i <= halfSlices; i++)
|
||||
rlBegin(RL_LINES);
|
||||
for(int i = -halfSlices; i <= halfSlices; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
if (i == 0) glColor3f(0.5f, 0.5f, 0.5f);
|
||||
else glColor3f(0.75f, 0.75f, 0.75f);
|
||||
|
||||
glVertex3f((float)i, 0.0f, (float)-halfSlices);
|
||||
glVertex3f((float)i, 0.0f, (float)halfSlices);
|
||||
|
||||
glVertex3f((float)-halfSlices, 0.0f, (float)i);
|
||||
glVertex3f((float)halfSlices, 0.0f, (float)i);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
//glDisable(GL_LINE_SMOOTH);
|
||||
else
|
||||
{
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
}
|
||||
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
||||
|
||||
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
// Draw gizmo (with or without orbits)
|
||||
|
@ -418,44 +454,47 @@ void DrawGizmo(Vector3 position, bool orbits)
|
|||
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
|
||||
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
//glRotatef(rotation, 0, 1, 0);
|
||||
glScalef(lenght, lenght, lenght);
|
||||
// GL_LINE_SMOOTH is very poorly supported on desktop GL.
|
||||
// A lot of drivers ignore it, so most people avoid using...
|
||||
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(0.0f, 0.0f, 0.0f);
|
||||
glVertex3f(1.0f, 0.0f, 0.0f);
|
||||
rlPushMatrix();
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
//glRotatef(rotation, 0, 1, 0);
|
||||
rlScalef(lenght, lenght, lenght);
|
||||
|
||||
rlBegin(GL_LINES);
|
||||
rlColor3f(1.0f, 0.0f, 0.0f);
|
||||
rlVertex3f(0.0f, 0.0f, 0.0f);
|
||||
rlVertex3f(1.0f, 0.0f, 0.0f);
|
||||
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(0.0f, 0.0f, 0.0f);
|
||||
glVertex3f(0.0f, 1.0f, 0.0f);
|
||||
rlColor3f(0.0f, 1.0f, 0.0f);
|
||||
rlVertex3f(0.0f, 0.0f, 0.0f);
|
||||
rlVertex3f(0.0f, 1.0f, 0.0f);
|
||||
|
||||
glColor3f(0.0f, 0.0f, 1.0f);
|
||||
glVertex3f(0.0f, 0.0f, 0.0f);
|
||||
glVertex3f(0.0f, 0.0f, 1.0f);
|
||||
glEnd();
|
||||
rlColor3f(0.0f, 0.0f, 1.0f);
|
||||
rlVertex3f(0.0f, 0.0f, 0.0f);
|
||||
rlVertex3f(0.0f, 0.0f, 1.0f);
|
||||
rlEnd();
|
||||
|
||||
if (orbits)
|
||||
{
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4f(1.0f, 0.0f, 0.0f, 0.4f);
|
||||
for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, 0, cos(DEG2RAD*i) * radius);
|
||||
glEnd();
|
||||
rlBegin(GL_LINE_LOOP);
|
||||
rlColor4f(1.0f, 0.0f, 0.0f, 0.4f);
|
||||
for (int i=0; i < 360; i++) rlVertex3f(sin(DEG2RAD*i) * radius, 0, cos(DEG2RAD*i) * radius);
|
||||
rlEnd();
|
||||
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4f(0.0f, 1.0f, 0.0f, 0.4f);
|
||||
for (int i=0; i < 360; i++) glVertex3f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius, 0);
|
||||
glEnd();
|
||||
rlBegin(GL_LINE_LOOP);
|
||||
rlColor4f(0.0f, 1.0f, 0.0f, 0.4f);
|
||||
for (int i=0; i < 360; i++) rlVertex3f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius, 0);
|
||||
rlEnd();
|
||||
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4f(0.0f, 0.0f, 1.0f, 0.4f);
|
||||
for (int i=0; i < 360; i++) glVertex3f(0, sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
|
||||
glEnd();
|
||||
rlBegin(GL_LINE_LOOP);
|
||||
rlColor4f(0.0f, 0.0f, 1.0f, 0.4f);
|
||||
for (int i=0; i < 360; i++) rlVertex3f(0, sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
rlPopMatrix();
|
||||
|
||||
//glDisable(GL_LINE_SMOOTH);
|
||||
}
|
||||
|
@ -464,7 +503,7 @@ void DrawGizmo(Vector3 position, bool orbits)
|
|||
// TODO: Add comments explaining this function process
|
||||
Model LoadModel(const char *fileName)
|
||||
{
|
||||
Model model;
|
||||
struct Model model;
|
||||
|
||||
char dataType;
|
||||
char comments[200];
|
||||
|
@ -664,6 +703,12 @@ Model LoadModel(const char *fileName)
|
|||
|
||||
fclose(objFile);
|
||||
|
||||
#ifdef USE_OPENGL_33
|
||||
|
||||
// TODO: Use loaded data to generate VAO
|
||||
|
||||
#endif
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
|
@ -749,6 +794,12 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
|
|||
trisCounter += 2;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef USE_OPENGL_33
|
||||
|
||||
// TODO: Use loaded data to generate VAO
|
||||
|
||||
#endif
|
||||
|
||||
return model;
|
||||
}
|
||||
|
@ -767,6 +818,8 @@ void DrawModel(Model model, Vector3 position, float scale, Color color)
|
|||
// NOTE: For models we use Vertex Arrays (OpenGL 1.1)
|
||||
//static int rotation = 0;
|
||||
|
||||
// NOTE: Add OpenGL 3.3+ VAOs-based drawing! --> Move this stuff to rlgl?
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
|
||||
glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
||||
|
@ -776,41 +829,60 @@ void DrawModel(Model model, Vector3 position, float scale, Color color)
|
|||
glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array
|
||||
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED)
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
rlPushMatrix();
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
//glRotatef(rotation * GetFrameTime(), 0, 1, 0);
|
||||
glScalef(scale, scale, scale);
|
||||
rlScalef(scale, scale, scale);
|
||||
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
|
||||
glPopMatrix();
|
||||
rlPopMatrix();
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
||||
glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
||||
|
||||
//rotation += 10;
|
||||
|
||||
// Model drawing in OpenGL 3.3+, transform is passed to shader
|
||||
/*
|
||||
glUseProgram(shaderProgram); // Use our shader
|
||||
|
||||
Matrix modelview = MatrixMultiply(model.transform, view);
|
||||
|
||||
glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
|
||||
glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
|
||||
glUniform1i(textureLoc, 0);
|
||||
|
||||
glBindVertexArray(model.vaoId);
|
||||
glBindTexture(GL_TEXTURE_2D, model.texId);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
||||
glBindVertexArray(0); // Unbind VAO
|
||||
*/
|
||||
}
|
||||
|
||||
// Draw a textured model
|
||||
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
||||
rlEnableTexture(texture.glId);
|
||||
|
||||
DrawModel(model, position, scale, tint);
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
rlDisableTexture();
|
||||
}
|
||||
|
||||
// Draw a model wires
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
// TODO: Draw model using RL_LINES... or look for a way to deal with polygon mode!
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
DrawModel(model, position, scale, color);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
|
||||
// Draw a billboard
|
||||
|
@ -842,20 +914,18 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
|
|||
Vector3 c = VectorAdd(center, p2);
|
||||
Vector3 d = VectorSubtract(center, p1);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
||||
rlEnableTexture(texture.glId);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
glNormal3f(0.0f, 1.0f, 0.0f);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
|
||||
glEnd();
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
rlNormal3f(0.0f, 1.0f, 0.0f);
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
|
||||
rlEnd();
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
rlDisableTexture();
|
||||
}
|
||||
|
||||
// Draw a billboard (part of a texture defined by a rectangle)
|
||||
|
@ -887,92 +957,33 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
|
|||
Vector3 c = VectorAdd(center, p2);
|
||||
Vector3 d = VectorSubtract(center, p1);
|
||||
|
||||
glEnable(GL_TEXTURE_2D); // Enable textures usage
|
||||
rlEnableTexture(texture.glId);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
|
||||
// Bottom-left corner for texture and quad
|
||||
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
|
||||
glVertex3f(a.x, a.y, a.z);
|
||||
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
|
||||
rlVertex3f(a.x, a.y, a.z);
|
||||
|
||||
// Bottom-right corner for texture and quad
|
||||
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
|
||||
glVertex3f(b.x, b.y, b.z);
|
||||
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
|
||||
rlVertex3f(b.x, b.y, b.z);
|
||||
|
||||
// Top-right corner for texture and quad
|
||||
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
glVertex3f(c.x, c.y, c.z);
|
||||
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
rlVertex3f(c.x, c.y, c.z);
|
||||
|
||||
// Top-left corner for texture and quad
|
||||
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
glVertex3f(d.x, d.y, d.z);
|
||||
glEnd();
|
||||
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
rlVertex3f(d.x, d.y, d.z);
|
||||
rlEnd();
|
||||
|
||||
glDisable(GL_TEXTURE_2D); // Disable textures usage
|
||||
rlDisableTexture();
|
||||
}
|
||||
|
||||
// Get current vertex y altitude (proportional to pixel colors in grayscale)
|
||||
static float GetHeightValue(Color pixel)
|
||||
{
|
||||
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
|
||||
}
|
||||
|
||||
// Returns camera look-at matrix (view matrix)
|
||||
static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
||||
{
|
||||
Matrix result;
|
||||
|
||||
Vector3 z = VectorSubtract(eye, target);
|
||||
VectorNormalize(&z);
|
||||
Vector3 x = VectorCrossProduct(up, z);
|
||||
VectorNormalize(&x);
|
||||
Vector3 y = VectorCrossProduct(z, x);
|
||||
VectorNormalize(&y);
|
||||
|
||||
result.m0 = x.x;
|
||||
result.m1 = x.y;
|
||||
result.m2 = x.z;
|
||||
result.m3 = -((x.x * eye.x) + (x.y * eye.y) + (x.z * eye.z));
|
||||
result.m4 = y.x;
|
||||
result.m5 = y.y;
|
||||
result.m6 = y.z;
|
||||
result.m7 = -((y.x * eye.x) + (y.y * eye.y) + (y.z * eye.z));
|
||||
result.m8 = z.x;
|
||||
result.m9 = z.y;
|
||||
result.m10 = z.z;
|
||||
result.m11 = -((z.x * eye.x) + (z.y * eye.y) + (z.z * eye.z));
|
||||
result.m12 = 0;
|
||||
result.m13 = 0;
|
||||
result.m14 = 0;
|
||||
result.m15 = 1;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Transposes provided matrix
|
||||
static void MatrixTranspose(Matrix *mat)
|
||||
{
|
||||
Matrix temp;
|
||||
|
||||
temp.m0 = mat->m0;
|
||||
temp.m1 = mat->m4;
|
||||
temp.m2 = mat->m8;
|
||||
temp.m3 = mat->m12;
|
||||
temp.m4 = mat->m1;
|
||||
temp.m5 = mat->m5;
|
||||
temp.m6 = mat->m9;
|
||||
temp.m7 = mat->m13;
|
||||
temp.m8 = mat->m2;
|
||||
temp.m9 = mat->m6;
|
||||
temp.m10 = mat->m10;
|
||||
temp.m11 = mat->m14;
|
||||
temp.m12 = mat->m3;
|
||||
temp.m13 = mat->m7;
|
||||
temp.m14 = mat->m11;
|
||||
temp.m15 = mat->m15;
|
||||
|
||||
*mat = temp;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue