Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
Joshua Reisenauer 2016-05-10 02:00:42 -07:00
commit 9799856ad4
12 changed files with 1887 additions and 1293 deletions

View file

@ -1448,6 +1448,7 @@ static void InitDisplay(int width, int height)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
}
if (fullscreen)

View file

@ -55,7 +55,9 @@ extern unsigned int whiteTexture;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static Mesh LoadOBJ(const char *fileName);
static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data
static Material LoadMTL(const char *fileName); // Load MTL material data
static Mesh GenMeshHeightmap(Image image, Vector3 size);
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
@ -542,24 +544,19 @@ void DrawGizmo(Vector3 position)
Model LoadModel(const char *fileName)
{
Model model = { 0 };
Mesh mesh = { 0 };
// NOTE: Initialize default data for model in case loading fails, maybe a cube?
// TODO: Initialize default data for model in case loading fails, maybe a cube?
if (strcmp(GetExtension(fileName),"obj") == 0) mesh = LoadOBJ(fileName);
if (strcmp(GetExtension(fileName),"obj") == 0) model.mesh = LoadOBJ(fileName);
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
else
{
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(mesh); // Upload vertex data to GPU
// NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
// We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
// ...but we could keep CPU vertex data in case we need to update the mesh
rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
}
return model;
@ -568,22 +565,111 @@ Model LoadModel(const char *fileName)
// Load a 3d model (from vertex data)
Model LoadModelEx(Mesh data)
{
Model model;
Model model = { 0 };
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(data); // Upload vertex data to GPU
rlglLoadMesh(&data); // Upload vertex data to GPU
// NOTE: Vertex data is managed externally, must be deallocated manually
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
// Load a 3d model from rRES file (raylib Resource)
Model LoadModelFromRES(const char *rresName, int resId)
{
Model model = { 0 };
bool found = false;
char id[4]; // rRES file identifier
unsigned char version; // rRES file version and subversion
char useless; // rRES header reserved data
short numRes;
ResInfoHeader infoHeader;
FILE *rresFile = fopen(rresName, "rb");
if (rresFile == NULL)
{
TraceLog(WARNING, "[%s] rRES raylib resource file could not be opened", rresName);
}
else
{
// Read rres file (basic file check - id)
fread(&id[0], sizeof(char), 1, rresFile);
fread(&id[1], sizeof(char), 1, rresFile);
fread(&id[2], sizeof(char), 1, rresFile);
fread(&id[3], sizeof(char), 1, rresFile);
fread(&version, sizeof(char), 1, rresFile);
fread(&useless, sizeof(char), 1, rresFile);
if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S'))
{
TraceLog(WARNING, "[%s] This is not a valid raylib resource file", rresName);
}
else
{
// Read number of resources embedded
fread(&numRes, sizeof(short), 1, rresFile);
for (int i = 0; i < numRes; i++)
{
fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile);
if (infoHeader.id == resId)
{
found = true;
// Check data is of valid MODEL type
if (infoHeader.type == 8)
{
// TODO: Load model data
}
else
{
TraceLog(WARNING, "[%s] Required resource do not seem to be a valid MODEL resource", rresName);
}
}
else
{
// Depending on type, skip the right amount of parameters
switch (infoHeader.type)
{
case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters
case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters
case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review)
case 3: break; // TEXT: No parameters
case 4: break; // RAW: No parameters
default: break;
}
// Jump DATA to read next infoHeader
fseek(rresFile, infoHeader.size, SEEK_CUR);
}
}
}
fclose(rresFile);
}
if (!found) TraceLog(WARNING, "[%s] Required resource id [%i] could not be found in the raylib resource file", rresName, resId);
return model;
}
// Load a heightmap image as a 3d model
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
{
Mesh mesh = GenMeshHeightmap(heightmap, size);
Model model = rlglLoadModel(mesh);
Model model = { 0 };
model.mesh = GenMeshHeightmap(heightmap, size);
rlglLoadMesh(&model.mesh);
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
@ -591,8 +677,14 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
{
Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
Model model = rlglLoadModel(mesh);
Model model = { 0 };
model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
rlglLoadMesh(&model.mesh);
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
@ -603,23 +695,54 @@ void UnloadModel(Model model)
// Unload mesh data
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
free(model.mesh.colors);
//if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
//if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
if (model.mesh.normals != NULL) free(model.mesh.normals);
if (model.mesh.colors != NULL) free(model.mesh.colors);
if (model.mesh.tangents != NULL) free(model.mesh.tangents);
if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
TraceLog(INFO, "Unloaded model data from RAM (CPU)");
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
//rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
rlDeleteBuffers(model.mesh.vboId[3]); // colors
rlDeleteBuffers(model.mesh.vboId[4]); // tangents
rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
rlDeleteVertexArrays(model.mesh.vaoId);
}
// Load material data (from file)
Material LoadMaterial(const char *fileName)
{
Material material = { 0 };
if (strcmp(GetExtension(fileName),"mtl") == 0) material = LoadMTL(fileName);
else TraceLog(WARNING, "[%s] Material extension not recognized, it can't be loaded", fileName);
return material;
}
// Load default material (uses default models shader)
Material LoadDefaultMaterial(void)
{
Material material = { 0 };
material.shader = GetDefaultShader();
material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
//material.texNormal; // NOTE: By default, not set
//material.texSpecular; // NOTE: By default, not set
material.colDiffuse = WHITE; // Diffuse color
material.colAmbient = WHITE; // Ambient color
material.colSpecular = WHITE; // Specular color
material.glossiness = 100.0f; // Glossiness level
material.normalDepth = 1.0f; // Normal map depth
return material;
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
@ -632,7 +755,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
Mesh mesh;
Mesh mesh = { 0 };
int mapX = heightmap.width;
int mapZ = heightmap.height;
@ -647,7 +770,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used...
mesh.colors = NULL;
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@ -730,16 +853,12 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
free(pixels);
// Fill color data
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
return mesh;
}
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
Mesh mesh;
Mesh mesh = { 0 };
Color *cubicmapPixels = GetImageData(cubicmap);
@ -1048,11 +1167,7 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used...
// Fill color data
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
mesh.colors = NULL;
int fCounter = 0;
@ -1100,31 +1215,59 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
}
// Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, false);
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
// Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, false);
}
// Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
rlglDrawModel(model, position, rotationAxis, 0.0f, vScale, color, true);
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, true);
}
// Draw a model wires (with texture if set) with extended parameters
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, true);
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, true);
}
// Draw a billboard
@ -1742,7 +1885,7 @@ static Mesh LoadOBJ(const char *fileName)
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char));
mesh.colors = NULL;
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@ -1841,10 +1984,6 @@ static Mesh LoadOBJ(const char *fileName)
// Security check, just in case no normals or no texcoords defined in OBJ
if (numTexCoords == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f;
// NOTE: We set all vertex colors to white
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
// Now we can free temp mid* arrays
free(midVertices);
@ -1856,3 +1995,163 @@ static Mesh LoadOBJ(const char *fileName)
return mesh;
}
// Load MTL material data (specs: http://paulbourke.net/dataformats/mtl/)
// NOTE: Texture map parameters are not supported
static Material LoadMTL(const char *fileName)
{
#define MAX_BUFFER_SIZE 128
Material material = { 0 }; // LoadDefaultMaterial();
char buffer[MAX_BUFFER_SIZE];
Vector3 color = { 1.0f, 1.0f, 1.0f };
char *mapFileName;
FILE *mtlFile;
mtlFile = fopen(fileName, "rt");
if (mtlFile == NULL)
{
TraceLog(WARNING, "[%s] MTL file could not be opened", fileName);
return material;
}
while(!feof(mtlFile))
{
fgets(buffer, MAX_BUFFER_SIZE, mtlFile);
switch (buffer[0])
{
case 'n': // newmtl string Material name. Begins a new material description.
{
// TODO: Support multiple materials in a single .mtl
sscanf(buffer, "newmtl %s", mapFileName);
TraceLog(INFO, "[%s] Loading material...", mapFileName);
}
case 'i': // illum int Illumination model
{
// illum = 1 if specular disabled
// illum = 2 if specular enabled (lambertian model)
// ...
}
case 'K': // Ka, Kd, Ks, Ke
{
switch (buffer[1])
{
case 'a': // Ka float float float Ambient color (RGB)
{
sscanf(buffer, "Ka %f %f %f", &color.x, &color.y, &color.z);
material.colAmbient.r = (unsigned char)(color.x*255);
material.colAmbient.g = (unsigned char)(color.y*255);
material.colAmbient.b = (unsigned char)(color.z*255);
} break;
case 'd': // Kd float float float Diffuse color (RGB)
{
sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z);
material.colDiffuse.r = (unsigned char)(color.x*255);
material.colDiffuse.g = (unsigned char)(color.y*255);
material.colDiffuse.b = (unsigned char)(color.z*255);
} break;
case 's': // Ks float float float Specular color (RGB)
{
sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z);
material.colSpecular.r = (unsigned char)(color.x*255);
material.colSpecular.g = (unsigned char)(color.y*255);
material.colSpecular.b = (unsigned char)(color.z*255);
} break;
case 'e': // Ke float float float Emmisive color (RGB)
{
// TODO: Support Ke ?
} break;
default: break;
}
} break;
case 'N': // Ns, Ni
{
if (buffer[1] == 's') // Ns int Shininess (specular exponent). Ranges from 0 to 1000.
{
sscanf(buffer, "Ns %i", &material.glossiness);
}
else if (buffer[1] == 'i') // Ni int Refraction index.
{
// Not supported...
}
} break;
case 'm': // map_Kd, map_Ks, map_Ka, map_Bump, map_d
{
switch (buffer[4])
{
case 'K': // Color texture maps
{
if (buffer[5] == 'd') // map_Kd string Diffuse color texture map.
{
sscanf(buffer, "map_Kd %s", mapFileName);
if (mapFileName != NULL) material.texDiffuse = LoadTexture(mapFileName);
}
else if (buffer[5] == 's') // map_Ks string Specular color texture map.
{
sscanf(buffer, "map_Ks %s", mapFileName);
if (mapFileName != NULL) material.texSpecular = LoadTexture(mapFileName);
}
else if (buffer[5] == 'a') // map_Ka string Ambient color texture map.
{
// Not supported...
}
} break;
case 'B': // map_Bump string Bump texture map.
{
sscanf(buffer, "map_Bump %s", mapFileName);
if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
} break;
case 'b': // map_bump string Bump texture map.
{
sscanf(buffer, "map_bump %s", mapFileName);
if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
} break;
case 'd': // map_d string Opacity texture map.
{
// Not supported...
} break;
default: break;
}
} break;
case 'd': // d, disp
{
if (buffer[1] == ' ') // d float Dissolve factor. d is inverse of Tr
{
float alpha = 1.0f;
sscanf(buffer, "d %f", &alpha);
material.colDiffuse.a = (unsigned char)(alpha*255);
}
else if (buffer[1] == 'i') // disp string Displacement map
{
// Not supported...
}
} break;
case 'b': // bump string Bump texture map
{
sscanf(buffer, "bump %s", mapFileName);
if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
} break;
case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d
{
float ialpha = 0.0f;
sscanf(buffer, "Tr %f", &ialpha);
material.colDiffuse.a = (unsigned char)((1.0f - ialpha)*255);
} break;
case 'r': // refl string Reflection texture map
default: break;
}
}
fclose(mtlFile);
// NOTE: At this point we have all material data
TraceLog(INFO, "[%s] Material loaded successfully", fileName);
return material;
}

View file

@ -369,12 +369,12 @@ typedef struct BoundingBox {
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // num vertices
float *vertices; // vertex position (XYZ - 3 components per vertex)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
float *normals; // vertex normals (XYZ - 3 components per vertex)
float *tangents; // vertex tangents (XYZ - 3 components per vertex)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
BoundingBox bounds; // mesh limits defined by min and max points
@ -386,11 +386,13 @@ typedef struct Mesh {
typedef struct Shader {
unsigned int id; // Shader program id
// Variable attributes locations
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
int normalLoc; // Normal attribute location point (vertex shader)
int colorLoc; // Color attibute location point (vertex shader)
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int normalLoc; // Normal attribute location point (default-location = 2)
int colorLoc; // Color attibute location point (default-location = 3)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
@ -801,17 +803,20 @@ void DrawGizmo(Vector3 position);
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, 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 tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
@ -832,11 +837,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
Shader GetDefaultShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)

File diff suppressed because it is too large Load diff

View file

@ -280,29 +280,28 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
Shader GetDefaultShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)