Big batch of changes! Check description:

Support multiple texture formats (uncompressed and compressed)
Postprocessing shaders support
Model struct redefined and improved
Extended loading functions for Textures and Models
Simplified functions: DrawPlane(), DrawQuad()
Deleted functions: DrawPlaneEx(), DrawGizmoEx()
Now Text module only depends on Textures module
Shapes: Reviewed functions to low lines/triangles usage
Removed useless tabs and spaces around code
This commit is contained in:
raysan5 2015-04-06 14:02:29 +02:00
parent 2b4a1f295a
commit a632a04a30
9 changed files with 662 additions and 723 deletions

View file

@ -267,7 +267,6 @@ static bool cameraUseGravity = true;
// Shaders variables
static bool enabledPostpro = false;
static unsigned int fboShader = 0;
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
@ -327,7 +326,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition);
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
TraceLog(INFO, "Initializing raylib (v1.2.2)");
TraceLog(INFO, "Initializing raylib (v1.3.0)");
// Store window title (could be useful...)
windowTitle = title;
@ -366,7 +365,7 @@ void InitWindow(int width, int height, const char *title)
// Android activity initialization
void InitWindow(int width, int height, struct android_app *state)
{
TraceLog(INFO, "Initializing raylib (v1.2.2)");
TraceLog(INFO, "Initializing raylib (v1.3.0)");
app_dummy();
@ -554,9 +553,8 @@ void BeginDrawing(void)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
// TODO: Set postprocessing shader to be passed: SetPostproShader()?
if (enabledPostpro) rlglDrawPostpro(fboShader); // Draw postprocessing effect (shader)
if (enabledPostpro) rlglDrawPostpro(); // Draw postprocessing effect (shader)
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
@ -604,7 +602,7 @@ void Begin3dMode(Camera camera)
// Setup Camera view
if (cameraMode == CAMERA_CUSTOM) currentCamera = camera;
else currentCamera = internalCamera;
Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera)
}
@ -707,54 +705,54 @@ void ShowLogo(void)
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
Ray ray;
Matrix proj = MatrixIdentity();
Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
float aspect = (GLfloat)GetScreenWidth()/(GLfloat)GetScreenHeight();
double top = 0.1f*tanf(45.0f*PI / 360.0f);
double right = top*aspect;
proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
MatrixTranspose(&proj);
float realy = (float)GetScreenHeight() - mousePosition.y;
float z;
// glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
//http://www.bfilipek.com/2012/06/select-mouse-opengl.html
Vector3 nearPoint = { mousePosition.x, realy, 0.0f };
Vector3 farPoint = { mousePosition.x, realy, 1.0f };
nearPoint = internalCamera.position;
farPoint = rlglUnproject(farPoint, proj, view);
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);
ray.position = nearPoint;
ray.position = nearPoint;
ray.direction = direction;
// Test
Vector2 screenPos;
screenPos.x = (mousePosition.x / (float)GetScreenWidth() * 2.0) - 1.0f;
screenPos.y = (mousePosition.y / (float)GetScreenHeight() * 2.0) - 1.0f;
direction = VectorSubtract(internalCamera.target, internalCamera.position);
printf("/nScreenPos %f, %f", screenPos.x, screenPos.y);
Matrix rotate;
rotate = MatrixIdentity();
rotate = MatrixRotate(0, 45*DEG2RAD*screenPos.y, 0);
VectorTransform(&direction, rotate);
VectorNormalize(&direction);
ray.position = internalCamera.position;
ray.position = internalCamera.position;
ray.direction = direction;
return ray;
}
@ -790,7 +788,7 @@ void SetCameraMode(int mode)
internalCamera.target = (Vector3){ 3, 0, 3};
ProcessCamera(&internalCamera, &internalCamera.position);
}
cameraMode = mode;
}
@ -798,7 +796,7 @@ Camera UpdateCamera(Vector3 *position)
{
// Calculate camera
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
return internalCamera;
}
@ -1114,16 +1112,23 @@ Vector2 GetTouchPosition(void)
}*/
#endif
void InitPostShader(void)
// Set postprocessing shader
void SetPostproShader(Shader shader)
{
rlglInitPostpro();
enabledPostpro = true;
}
void SetPostShader(unsigned int shader)
{
fboShader = shader;
if (rlGetVersion() == OPENGL_11) TraceLog(WARNING, "Postprocessing shaders not supported on OpenGL 1.1");
else
{
if (!enabledPostpro)
{
enabledPostpro = true;
rlglInitPostpro();
rlglSetPostproShader(shader);
}
else
{
rlglSetPostproShader(shader);
}
}
}
//----------------------------------------------------------------------------------
@ -1894,7 +1899,7 @@ static void PollInputEvents(void)
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
@ -2412,7 +2417,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
}
cameraMousePosition = GetMousePosition();
// Support for multiple automatic camera modes
@ -2422,12 +2427,12 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
{
// Pass to orbiting camera
if (IsKeyPressed('O')) cameraMode = CAMERA_ORBITAL;
// Camera zoom
if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
{
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP;
}
// Camera looking down
@ -2442,7 +2447,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
if (camera->target.y < 0) camera->target.y = -0.001;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (GetMouseWheelMove() > 0))
@ -2462,7 +2467,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
if (camera->target.y > 0) camera->target.y = 0.001;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (GetMouseWheelMove() > 0))
@ -2470,8 +2475,8 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
}
// Inputs
if (IsKeyDown(KEY_LEFT_ALT))
{
@ -2487,7 +2492,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
// Get the mouse sensitivity
cameraAngle.x += cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY;
cameraAngle.y += cameraMouseVariation.y * -FREE_CAMERA_MOUSE_SENSITIVITY;
// Angle clamp
if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP * DEG2RAD;
else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP * DEG2RAD;
@ -2500,55 +2505,55 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
camera->target.y += ((cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
camera->target.z += ((cameraMouseVariation.x * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER);
}
// Focus to center
if (IsKeyDown('Z')) camera->target = (Vector3) { 0, 0, 0 };
// Camera position update
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z;
} break;
case CAMERA_ORBITAL:
{
// Pass to free camera
if (IsKeyPressed('O')) cameraMode = CAMERA_FREE;
cameraAngle.x += ORBITAL_CAMERA_SPEED;
// Camera zoom
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
// Camera distance clamp
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
// Focus to center
if (IsKeyDown('Z')) camera->target = (Vector3) { 0, 0, 0 };
// Camera position update
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z;
} break;
case CAMERA_FIRST_PERSON:
case CAMERA_THIRD_PERSON:
{
bool isMoving = false;
// Keyboard inputs
if (IsKeyDown('W'))
{
playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
else if (IsKeyDown('S'))
@ -2556,25 +2561,25 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
if (IsKeyDown('A'))
{
playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
else if (IsKeyDown('D'))
{
playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER;
isMoving = true;
}
if (IsKeyDown('E'))
{
if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER;
@ -2583,32 +2588,32 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
{
if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER;
}
if (cameraMode == CAMERA_THIRD_PERSON)
{
// Camera orientation calculation
// Get the mouse sensitivity
cameraAngle.x += cameraMouseVariation.x * -THIRD_PERSON_MOUSE_SENSITIVITY;
cameraAngle.y += cameraMouseVariation.y * -THIRD_PERSON_MOUSE_SENSITIVITY;
// Angle clamp
if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP * DEG2RAD;
else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP * DEG2RAD;
// Camera zoom
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
// Camera distance clamp
if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP;
// Camera is always looking at player
camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x);
camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y;
camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x);
// Camera position update
camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y;
@ -2617,25 +2622,25 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
else
{
if (isMoving) cameraMovementCounter++;
// Camera orientation calculation
// Get the mouse sensitivity
cameraAngle.x += cameraMouseVariation.x * -FIRST_PERSON_MOUSE_SENSITIVITY;
cameraAngle.y += cameraMouseVariation.y * -FIRST_PERSON_MOUSE_SENSITIVITY;
// Angle clamp
if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP * DEG2RAD;
else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP * DEG2RAD;
// Camera is always looking at player
camera->target.x = camera->position.x - sin(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE;
camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE;
camera->position.x = playerPosition->x;
camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER;
camera->position.z = playerPosition->z;
camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER;
}